Diseño y desarrollo de un sistema gamificado para mejorar la enseñanza aprendizaje en la matemática
Fecha
2024-03
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Universidad de Otavalo
Resumen
El presente artículo se enfoca en la importancia de la gamificación para el desarrollo de las clases de la asignatura de matemática, cuyo objetivo es el de diseñar y desarrollar un sistema gamificado efectivo que mejore significativamente la enseñanza y el aprendizaje de la matemática, integrando herramientas gamificadas, así como también elementos pedagógicos- didácticos de los estudiantes de 8vos año de EGB de la Unidad Educativa Fiscal “Alfredo Pérez Guerrero”, para lo que se parte de un Pre-test aplicado a una muestra de estudiantes con el propósito de identificar el estado inicial de su rendimiento académico en la asignatura de matemática. Se ha empleado una investigación cuasi-experimental, diseño descriptivo de tipo bibliográfico ya que se recurre a la indagación de información en fuentes verídicas, así como un estudio de campo a través de una encuesta aplicada a 15 docentes y 132 estudiantes de octavo año de la institución, cuyos resultados denotan que existe una desmotivación por las clases de matemáticas por parte de los estudiantes, quienes demuestran interés por las actividades gamificadas. Llegando a la conclusión de que los docentes conocen de sistemas gamificados, sin embargo, no hacen uso apropiado de la misma en la asignatura de matemática, a pesar de reconocer sus ventajas en el fortalecimiento de los aprendizajes de la asignatura.
Abstract This article focuses on the importance of gamification for the development of mathematics classes, whose objective is to design and develop an effective gamified system that significantly improves the teaching and learning of mathematics, integrating gamified tools. , as well as pedagogical-didactic elements of the 8th year EGB students of the “Alfredo Pérez Guerrero” Fiscal Educational Unit, for which the starting point is a Pre-test applied to a sample of students with the purpose of identifying the initial state of their academic performance in the subject of mathematics. An investigation has been used with a quasi-experimental, descriptive bibliographic design since it uses the investigation of information in true sources, as well as a field study through a survey applied to 20 teachers and 131 eighth grade students. year of the institution, whose results denote that there is a lack of motivation for mathematics classes on the part of the students, who show interest in gamified activities. Reaching the conclusion that teachers know about gamified systems, however, they do not make appropriate use of it in the mathematics subject, despite recognizing its advantages in strengthening the learning of the subject.
Abstract This article focuses on the importance of gamification for the development of mathematics classes, whose objective is to design and develop an effective gamified system that significantly improves the teaching and learning of mathematics, integrating gamified tools. , as well as pedagogical-didactic elements of the 8th year EGB students of the “Alfredo Pérez Guerrero” Fiscal Educational Unit, for which the starting point is a Pre-test applied to a sample of students with the purpose of identifying the initial state of their academic performance in the subject of mathematics. An investigation has been used with a quasi-experimental, descriptive bibliographic design since it uses the investigation of information in true sources, as well as a field study through a survey applied to 20 teachers and 131 eighth grade students. year of the institution, whose results denote that there is a lack of motivation for mathematics classes on the part of the students, who show interest in gamified activities. Reaching the conclusion that teachers know about gamified systems, however, they do not make appropriate use of it in the mathematics subject, despite recognizing its advantages in strengthening the learning of the subject.
Descripción
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Matemática, Educación, Pedagogía, Tecnología
Citación
Araque, A. E. (2024). Diseño y desarrollo de un sistema gamificado para mejorar la enseñanza aprendizaje en la matemática. Maestría en Educación. Universidad de Otavalo