Diseño de una estrategia didáctica para la gamificación de aprendizajes matemáticos en el séptimo de EGB.
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Abstract
Schools as knowledge-building institutions must have innovative educational proposals that guarantee the acquisition of scientific knowledge, with which students feel the interest and motivation to learn and do mathematics in classroom and non-classroom contexts, that is why this research has the objective of designing a didactic strategy based on gamification to enhance mathematical learning in seventh grade students of basic general education of the Panama School of Basic General Education in the city of Cuenca. It is a type of descriptive study with a qualitative approach developed with the action research method, the category of research that is developed is didactic strategy, gamification and mathematics. The population was constituted by the students of the aforementioned educational institution, from which 18 seventh grade students made up of boys and girls were taken as a sample. The techniques and instruments selected according to the selected research method are the VARK test, participant observation and interview. The results were processed through an intervention proposal summarized in an educational intervention teaching guide. Among the main results, it is determined that the strategy based on gamification contributes significantly to the teaching-learning process of mathematics in the classroom under study, improves the academic performance of the students involved in this research and promotes interest in learning the subject in a motivated way.