El Aprendizaje Basado en Juegos para fortalecer la enseñanza de la multiplicación y división en los estudiantes de 6to de EGB de la Unidad Educativa “Corel”
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Abstract
This innovation project arose from the pre-professional practices that were carried out in the "Corel" Educational Unit, located in the city of Cuenca, province of Azuay; In the sixth year of General Basic Education, parallel "A" of this institution it was determined that most students have difficulty in developing basic operations such as multiplication and division of natural numbers, for this reason it was focused on proposing a series of activities with the teaching strategy called Game Based Learning (ABJ) to determine how it influences the teaching-learning processes of the proposed content. For this research, the methodology of Participatory Action Research (PAR) and the sociocritical paradigm were used, which started from the different needs of the students, forming autonomy and critical-reflective thinking in them, with the development of a guide of activities based on the Game. The population consisted of 354 students with a purposive sample of 18 students in the 6th grade of EGB between the ages of 9 and 10 years old. Techniques such as participant observation, survey, interview and diagnostic test were used, each with their respective instruments such as field diaries, questionnaire, interview guide and evaluation questionnaire. The data were analyzed qualitatively, concluding that the Game-Based Learning strategy encouraged the students' interest and motivation to learn, and their participation became more active, giving them security and confidence at the time of developing the mathematics activities, thus seeking to improve the quality of education and finally to obtain significant learning in the students. Finally, game-based learning makes it easier for students to solve problems in a didactic way and improves the development of skills related to multiplication and division content, content that they were unable to develop due to the Covid-19 pandemic. In addition, to propose activities that integrate the strategy of the game so that the student can reason, explore, investigate solutions in a fun way and give answers to problems of content applied in everyday life.