La gamificación como estrategia para la generación de un ambiente de aprendizaje activo de las Matemáticas en el octavo año de Educación General Básica
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Abstract
The purpose of the present work was to determine the relationship between Gamification and the generation of an active learning environment of mathematics. Then, gamification strategy was implemented in the Eighth Year of Basic General Education (EGB by its acronym in Spanish) group "B". The methodology used was the action research. The investigation was carried out in "Julio María Matovelle" high school of Cuenca city, and 41 students of this basic year participated. The information collection techniques were documentary analysis, participant observation, survey, sociometry and performance tests. The measurement instruments used were the documentary analysis guide, the observation guide, the field diary, the questionnaire, the test type, sociometric and the player type test. The data was analyzed through content analysis and descriptive statistics. The work was developed during 11 weeks. The proposal responded to the pleasures and interests of the students, this motivated them to participate actively in the different activities. The investigation found that effectively there is a relationship between the use of gamification and the generation of an active learning environment of mathematics. Finally, this project constitutes an initiative in the field of gamification for the generation of an interactive learning environment.