La gamificación en el proceso de enseñanza-aprendizaje de matemática en estudiantes de quinto grado en la Unidad Educativa La Dolorosa

This study is conducted to evaluate the influence of gamification on the mathematics teaching and learning process among fifth-grade students at La Dolorosa Educational Institution. The main objective of the study is to examine the impact of gamification on the teaching and learning of mathematics a...

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Autor principal: Riofrio Leiva, Gladis Balvina (author)
Format: masterThesis
Idioma:spa
Publicat: 2025
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Accés en línia:https://dspace.unl.edu.ec/jspui/handle/123456789/32008
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Sumari:This study is conducted to evaluate the influence of gamification on the mathematics teaching and learning process among fifth-grade students at La Dolorosa Educational Institution. The main objective of the study is to examine the impact of gamification on the teaching and learning of mathematics among fifth-grade students at La Dolorosa Educational Institution. In order to achieve this objective, three specific objectives are defined: to establish a theoretical framework for understanding the role of gamification in improving the mathematics teaching and learning process; to assess the impact of gamification on students' learning through the use of research instruments; and to propose a teacher training program designed to implement gamification as an innovative and active methodology in the mathematics teaching and learning process. The study adopted a mixed-methods approach with a correlational and descriptive design, and the techniques used were surveys and interviews, along with their respective instruments. The sample included 27 fifth-grade students and one teacher from La Dolorosa Educational Institution. The results of the research indicated that the students have limited knowledge of gamification. The majority are unfamiliar with this teaching methodology; however, they express interest in learning about it and its application in developing lessons and assignments. Furthermore, although the teacher is familiar with some digital platforms for gamification, she does not incorporate them into her mathematics instruction. This is due to concerns about making mistakes while using and managing these platforms in front of students, as she has not received formal training in gamification. In view of these results, workshops are proposed to support the teaching and learning of gamification in mathematics for fifth-grade students at La Dolorosa Educational Institution.