La gamificación en el desarrollo de competencias matemáticas en los estudiantes de quinto grado de la Unidad Educativa Domingo Savio, Loja 2024.

The present research work is based on gamification as a mediator for the development of mathematical competencies, in order to strengthen indispensable knowledge for life. Therefore, the general objective was set: To establish the contribution of gamification in the development of mathematical compe...

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書誌詳細
第一著者: Castillo Calderón, Ana Cristina (author)
フォーマット: masterThesis
言語:spa
出版事項: 2024
主題:
オンライン・アクセス:https://dspace.unl.edu.ec/jspui/handle/123456789/30590
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要約:The present research work is based on gamification as a mediator for the development of mathematical competencies, in order to strengthen indispensable knowledge for life. Therefore, the general objective was set: To establish the contribution of gamification in the development of mathematical competencies in fifth grade students of Domingo Savio Educational Unit, Loja 2024. For its achievement, the specific objectives were considered: To identify the mathematical competencies that students have developed in their learning process; To design a pedagogical proposal based on gamification for the development of mathematical competencies in students; and to evaluate the gamified pedagogical proposal for the development of mathematical competencies in students. Regarding the methodology, it corresponds to the mixed approach (qualitative and quantitative), the type of research was correlational; with a quasi-experimental design; the methods: documentary, hermeneutic, analytical and statistical; the techniques: survey to teachers and a test for students; the instruments: questionnaire to teachers and numerical comprehension questionnaire: numerical comprehension test for students at the elementary school level. The sampling was non- probabilistic, composed of three teachers and thirteen students. Regarding the results, an improvement was evidenced in the scales: Mastering learning to Close to achieving the required learning, although they still need to be strengthened, since there is a minimum percentage in the last scale mentioned. It was concluded that the gamified activities allowed strengthening the development of mathematical competencies, since gamification not only generated interest, but also allowed active and meaningful learning.