El juego como estrategia didáctica para fomentar el desarrollo del pensamiento lógico matemático en estudiantes de 5to de básica de la escuela Corel en un ambiente de aprendizaje virtual
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Abstract
The game as a didactic strategy to promote the development of mathematical logical thinking in students between 9 and 10 years of the Corel school in a virtual learning environment, seeks to propose improvements through an innovative intervention that allows transforming educational practice oriented from a qualitative approach , and the research-action methodology, for this purpose, it aims to base, characterize, design and implement the intervention based on the didactics of the game, to later evaluate the entire process and interpret the results. Now, this research work aims to promote the development of mathematical logical thinking, through proposing and carrying out digital games, which have a methodological organization in such a way that the components of object manipulation, abstraction, process logic are addressed and developed, representation and reflection. Similarly, it seeks to promote the construction of the learning of basic operations in students ; obtaining as main conclusions that it was possible to identify the characteristics of the students, the design and implementation of the didactics of the game in a virtual environment to favor the development of mathematical logical thinking.Finally, this project can be taken as a t heoretical and practical reference in other educational units to generate new experiences that allow perfecting educational practice.