Actividades gamificadas para fortalecer la relación número-cantidad hasta el 10 en los niños/as de 4 a 5 años de la Unidad Educativa Santa Rosa
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Abstract
The present work arises from the immersion practices in the Educational Unit "Santa Rosa "located in the province of Tungurahua-Ambato, Initial 2. Over time, it was observed that infants have certain difficulties in representing, counting, identifying and relating the number-quantity to 10. Therefore, it was proposed as a general objective to propose gamified activities. The methodology used in the research is of a qualitative approach, with a socio-critical paradigm. For this, information was collected through techniques and instruments such as participant observation, field diary and the interview applied to the professional teacher. The participants consisted of 24 infants between the ages of 4 and 5, 14 boys and 10 girls. For effect, a previous study was made to substantiate the number-quantity relationship up to 10 and gamification, the theoretical referents that guided the research from the Initial Education Curriculum the concepts of a learning experience and the field of mathematical logical relations, also, the contributions of Andrade et., Suñe and Alcina on the notions of mathematical logic, and for the learning of number and quantity were taken into account the contributions of Cardenas, Escoto, Cardoso and Cerecedo, in addition, the construction of the concept of number-quantity ratio from Ramos and Bautista. After the diagnosis, the design of the proposal called an "Adventure with my friends the numbers" was carried out, in the implementation infants were motivated to work collaboratively, participate actively and thus manage to relate the number-quantity to 10; As a result, a significant pedagogical variation was achieved in terms of representation, counting and classification of the number-quantity through the technique of gamification, it was fruitful, since, the infants are transferred to another reality completely different from the traditional, Both children and teachers play a role, allowing them to learn in a fun and creative way content that is difficult. In summary it is crucial to apply these gamified activities to create an innovative environment, where the child can build their own learning through collaborative work.