Implementación de la gamificación como estrategia didáctica para mejorar la Enseñanza-Aprendizaje de Matemáticas en el 3ero C de Bachillerato UE C.D.A
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This work was based on how traditional teaching failed to attract the attention of students and how learning affected the teaching initiative. Because of this problem, a didactic strategy based on gamification was developed to help teaching-learning in the third year of high school "C" in the area of mathematics. This research is focused on the socio-critical paradigm with a mixed approach, its type of research is pre-experimental, since its study is applied to a single group. The result of the instrument applied for data collection reveals that students have a high deficit of knowledge in some topics in the area of mathematics. The use of gamification aims to implement a didactic way game that provides a reinforcement approach and at the same time the classes are more dynamic. The implication of this strategy to be implemented is the creation of an educational software, used as a tool where the contents designed by the practitioners for each topic with their respective evaluation methods are found.