Gamificación como estrategia metodológica para potenciar el pensamiento lógico-matemático de la unidad 73 en los estudiantes del Proceso de Aprendizaje Investigativo, de la Unidad Educativa del Milenio Comunitaria Intercultural Bilingüe Guardiana de la Lengua y los Saberes “Mushuk Ayllu”
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This project emerges from the pre-professional practices in the Bilingual Intercultural Community Millennium Educational Unit Guardian of Language and Knowledge "Mushuk Ayllu" during the confinement by Covid-19, which focused on the analysis of the What? and how? students of the Investigative Learning Process learn mathematics. The objective was to design a digital gamified environment using Minecraft Education Edition, to enhance logical-mathematical thinking with one of the knowledge and skills of unit 73 of the Kichwa Bilingual National Intercultural Curriculum, contextualized to the 4 phases of knowledge proposed by the Model of the Bilingual Intercultural System. A Participatory Action Research was applied in 3 stages: 1. Diagnosis: review of the Minecraft Education Edition interface, characterization of the school group and interview with the community leader. 2. Programming: design and planning of the adventure with all the educational particularities together with the "User type Hexad" theories, the MDA approach and the "RAMP" model. 3. Application: diagnosis and feedback of knowledge, development of the adventure and description of the pedagogical uses. For this, it was used: the systematization of experiences and documentary review as methods, field diaries, observation guides, class recordings, design and application of forms and semi-structured interviews as instruments for recording information and a focus group of students to value the gamified experience. The results concluded that it is necessary to progressively immerse the participants in the adventure, for short periods of time, until a favorable behavior and playful environment are achieved. In addition, it should be verified if the computers have similar software, a stable Wi-Fi connection and that the activities to be carried out are relevant to the learning objective.