Browsing by Author "Cortez Granja Jorge Andrés"
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Item La gamificación y el aprendizaje de la matemática(Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Carrera de Psicopedagogía, 2025-01-17) Cortez Granja Jorge Andrés; Gavilanes López Wilma Lorena; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Carrera de PsicopedagogíaThrough a previous research in which it was posible to extract important information about the research as background and theoretical foundations of gamification and learning mathematicsThe objective of the Project was to analyze how gamification affects the learning of mathematics. A mixed approach was established as the main methodology, which allowed the data collection to be more adequate to the need of the research, the modality chosen was field as well as bibliographic-documentary, which provided an extensive means of information, taking into account levels such as exploratory and pre-experimental. The main research Axia of the Project was to analyze if gamification is related to the learning of mathematics, it was developed throught a sample of 77 fourth year students of the Educational Unit “Rosa Zárate” with the goa lof meeting the current needs of educational models by enhancing attitudes and skills. As a consequence, a structured questionnaire was used in order to indentify the level of knowledge of the TAC tools in the students and the PROCALCULUS test, subsequently a pedagogical test was developed that allowed analyzing the performance in the áreas of mathematics by means of a pre and post test. For the development of the intervention, digital tools such as Kahoot, Liveworksheets and Educaplay were used. Finally, to verify the acceptance of the technological level, the TAM model was used, which indicated that the result of the application was very satisfactory. These data were tabulated using the chi-square statistic and T student. In conclusion, the results show that students increased their performance in learning mathematics through the use of gamification, so the use of gamifield game is an effective method to increase motivation and enhanced their performance.