La gamificación: estrategia para potenciar el proceso de enseñanza-aprendizaje de la multiplicación en la virtualidad.
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Abstract
This research was developed with the objective of analyzing gamification as a teaching and learning strategy to enhance multiplication in the fifth grade of EGB, for which we worked with the students and the teacher of the 5th "A" grade of the Panama Educational Unit. This research is descriptive in nature because it identifies the main characteristics of gamification, associates them to the teaching-learning process of students and determines certain important aspects in the development of skills needed to learn to multiply. The established paradigm is the socio-critical one, since the theory was related to the practice carried out in the institution, in addition, Participatory Action Research (PAR) was used as a research method, which was combined with techniques such as: participant observation, interview, surveys and the application of pedagogical tests, supported by a qualitative-quantitative approach, which allowed us to obtain a broad perspective of the results. The proposal was implemented through the Classcraft platform, which allowed us to create a specific environment adapted to the tastes and needs of the group to work on the topic, thanks to this, it was possible for the students to develop a certain degree of empathy towards the game, allowing them to have an active participation in it, this motivated them to develop certain skills necessary to achieve the purposes required by the video game. On the other hand, it was possible to consolidate the basic knowledge about multiplication and also to enhance skills such as memorization, improve interpersonal relationships and observe a positive attitude and interest on the part of the students towards the subject, supporting the teaching-learning process.