Juego serio como eje motivador en la asignatura de matemáticas de la unidad educativa héroes de Jambelí.

In the research work carried out in the Educational Unit "Héroes de Jambelí" was developed to fourth year students of basic education in the subject of mathematics, with the sole objective of the teacher to know that today technology is of great Help in education and that serious games are...

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Hlavní autor: Castro Morocho, Rosa Annabel (author)
Médium: bachelorThesis
Vydáno: 2016
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On-line přístup:http://repositorio.utmachala.edu.ec/handle/48000/8056
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Shrnutí:In the research work carried out in the Educational Unit "Héroes de Jambelí" was developed to fourth year students of basic education in the subject of mathematics, with the sole objective of the teacher to know that today technology is of great Help in education and that serious games are part of the educational field for their use, because their classes almost no technological tool, for this was conducted a guide to observation, so that if this tool is appropriate, Given the results obtained we have realized that Tics in education play a very important role because today serves for the student to achieve learning. Serious games are tools that facilitate learning, but this does not mean replacing the techniques used until now. On the contrary, they are complementary, contributing substantially to the improvement of the process, mainly due to its influence on intermediate variables essential for Learning such as motivation and concentration. (Urquidi & Tamarit, 2015, pp. 1216) As time went by, there has been quite a change in mathematics, at first it was a monotonous and boring class giving students very few options in teaching, but nowadays with the use of Tics in education seeks the incorporation of a better self-learning to the student thus facilitating solving all types of exercise through the computer, so that through this there is an improvement in the level of knowledge and school performance. When investigating the educational field where the students work, we noticed a very autonomous and systematic class in which they did not find a better facility, to see the explanation of the class solving the unknowns that occur in the teaching of the classes, when realizing the Surveys already carried out noted a feasibility of seeing the use of technology in education what the game seeks to motivate students; To apply the knowledge by means of the exercises proposed to help them to strengthen each one of the units taught by the teacher. Given the data verified and obtained in the investigation of the individuals involved in the process was used the experimental method, thus using the control and experimental group, giving uncovered results of a learning in students of a wider knowledge, through the use Of the serious game "Funny Mathematics" we saw the cognitive development, motivation and interaction of the student towards the game that the teacher innovates his classes every day and promotes in his students a meaningful learning. By using the students serious game is given a better facility to the teacher so that it improves its teaching due to the diverse competences that exist at present of the use of the technologies in the education; So that it is a cross-sectional class, achieving student-teacher self-learning, resulting in effective student achievement.