Maestría en Educación, mención Enseñanza de la Matemática

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    Estilo de aprendizaje VAK (visual-auditivo-kinestésico) en el desarrollo de la conciencia espacial, con niños de preparatoria de la Unidad Educativa Angamarca
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-04-25) Lloacana Troya Ángel Israel; Acosta Bones Silvia Beatriz; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación con Mención en Enseñanza de la matemática
    The present study entitled "VAK learning style (visual-auditory-kinesthetic) in the development of spatial awareness in high school children of the Angamarca Educational Unit" has as its main objective to analyze the impact of the VAK model in the development of spatial awareness in 5-year-old children. The research is framed in a quantitative approach of pre-experimental design, using an observation sheet validated by experts for data collection at two moments, before and after the intervention. The level of spatial awareness was initially diagnosed, showing that 70% of the students were at an "Initiated" level. Subsequently, activities based on the VAK model were applied, including visual, auditory and kinesthetic dynamics such as games, songs, dramatizations and spatial orientation exercises. These activities allowed students to actively interact with their environment, promoting experiential learning that facilitated the assimilation of spatial concepts in a playful and meaningful way. The results before the intervention showed a significant improvement, 75% of the students reached the "Acquired" level, while the "Initiated" category completely disappeared, evidencing a notable impact on learning. The statistical analysis, carried out using the Wilcoxon test, confirmed the existence of significant differences between the pre- and post-intervention measurements, thus verifying the hypothesis that the VAK style contributes positively to the development of spatial awareness. These findings align with previous studies that highlight the effectiveness of multisensory learning in improving cognitive, motor, and socio-emotional skills in early childhood. The active participation of children in activities that combine different sensory stimuli proved to be a determining factor in the consolidation of lasting learning. It is concluded that the implementation of the VAK model in the classroom promotes meaningful learning, adapted to the individual needs of students.
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    Gamificación y el aprendizaje de las operaciones básicas de los estudiantes de tercer año de educación básica de la Unidad Educativa Suizo
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-04-25) Galarza Moya Cristina Marisol; Wilma Elizabeth Suárez Mosquera; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación con Mención en Enseñanza de la matemática
    In the current educational field, playful strategies emerge as an innovative and versatile option to enrich students' learning experiences. These strategies aim to transform the traditional educational process, making it more dynamic, engaging, and meaningful for learners. One of the most prominent methodologies in this context is gamification, which involves turning academic activities into exciting and rewarding challenges, emulating characteristics of games. This methodology has proven particularly effective in capturing students' attention and improving both their academic performance and their attitude towards subjects traditionally perceived as difficult, such as mathematics. This study evaluated the impact of gamification on teaching basic operations to thirdyear primary education students. Its main objective was to determine whether this methodology could significantly enhance not only academic outcomes but also students' motivation and interest in mathematical learning. To achieve this, a preexperimental design with two groups was adopted, allowing for a comparison of the effects of a gamified intervention. The research combined quantitative and qualitative approaches, relying on an exhaustive literature review and direct classroom observation. Statistical tools, such as the Student's t-test and Cronbach's alpha coefficient, were used to analyze the collected data. The sample consisted of 28 thirdyear students divided into two groups: "A" and "B." The results revealed that several technological tools, such as WordWall, Educaplay, Kahoot, and Gynzy, played a key role in fostering interactive learning. The implementation of gamified activities in the educational setting increased student participation and motivation, having a positive impact on the learning process. It is recommended to promote equitable access to these tools and provide continuous training to teachers and students, thus ensuring an effective and meaningful use of educational technologies.
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    Gamificación en el aprendizaje de matemáticas en los estudiantes de la oferta educativa para personas jóvenes, adultas y adultas mayores con escolaridad inconclusa de primer año de bachillerato acelerado de la Unidad Educativa Quisapinch
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-04-16) Toasa Alpapucho Edgar Rubén; Morocho Lara Héctor Daniel; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación con Mención en Enseñanza de la matemática
    The students participating in the educational offer aimed at young people, adults and older adults with unfinished schooling face various challenges in the educational field, especially in the area of Mathematics. Significant difficulties related to very basic knowledge, poor problemsolving skills, and limited understanding of key concepts were identified. Faced with this problem, the general objective of this study was to determine the contribution of gamification in the process of learning mathematics in students of the first year of accelerated high school of the Quisapincha Educational Unit. To fulfill this purpose, a mixed approach methodology was applied, combining quantitative and qualitative techniques, under a longitudinal applied preexperimental design. This strategy made it possible to observe and measure changes in the level of learning before and after the implementation of the pedagogical intervention. The sample was composed of 20 students, who actively participated in class sessions structured through the use of gamification elements, such as interactive challenges, symbolic rewards, playful dynamics and educational digital platforms. The results obtained demonstrated a significant improvement in the mathematical learning of the participants. The average grade in the pre-test was 5.5 out of 10, a level that is classified as "close to achieving the required learning". After the gamification intervention, the average rose to 9.25 points, placing the students at the level of "master the required learning", with an improvement of 3.75 points in the arithmetic mean. These findings support the effectiveness of gamification as an innovative didactic strategy that not only motivates, but also improves comprehension and performance in mathematics, especially in educational contexts where students have discontinuous school trajectories.
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    GeoGebra cómo estrategia educativa para el aprendizaje de las funciones lineales en la Unidad Educativa “Salcedo”
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-04-16) Jiménez Chafla Sandra Vigael; Chimbo Cáceres Elsa Mayorie; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación con Mención en Enseñanza de la matemática
    The objective of this work was to determine the influence of the use of GeoGebra in the teaching process of linear functions in the tenth year of the Educational Unit. “Salcedo”. The research adopted an experimental design with quasiexperimental classification of longitudinal cut, descriptive-correlational level, mixed approach and hypothetico-deductive modality. The sample was composed of preexisting groups of 30 students each for the experimental and control groups. For data collection, three questionnaires were applied in different phases of the study. Five micro curricular plans were elaborated to be implemented in 15 interactive learning interventions focused on developing mathematical skills through GeoGebra. Pre- and post-treatment measurements were taken to assess the influence of the variable. An initial questionnaire was applied, whose objective was to diagnose the digital tools for learning and knowledge (TAC) in the evaluation of learning, it was determined that the tools that the teacher uses with the experimental group include Quiziz, Google Forms and a combination of Educaplay and WhatsApp. In the experimental group, the pre-test validated by experts reached an average of 3.67 and in the post-test 7.87, and a very strong positive correlation was obtained. Subsequently, the level of satisfaction of the experimental group was determined, which was 63.33% according to the TAM instrument. The Wilcoxon test (<0.001) and the Mann Whitney U test (<0.001) were used to test the hypothesis, thus rejecting the null hypothesis and accepting the alternative hypothesis. This study is based on the pedagogical currents of constructivism and connectivism, allied in the curriculum of the Ministry of Education of Ecuador (MinEduc) and supported by Learning and Knowledge Technologies (LKT). It is concluded that the GeoGebra educational strategy strengthens and facilitates learning in students, preparing them in an integral way to face the demands of contemporary society.
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    Las estrategias metodológicas en el estudio del dominio de una función matemática
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-04-14) Zhunio Pacheco José Luis; Velastegui Hernández Rommel Santiago; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación con Mención en Enseñanza de la matemática
    This research aims to identify the influence of methodological strategies on learning the calculation of the domain of a mathematical function, with the goal of improving teaching and learning processes in Mathematics at the Unidad Educativa Francisca de las Llagas in Quito. The difficulty of learning Mathematics is a recurring issue at the institution, and the calculation of the domain of a function is one of the topics that most affects the academic performance of second-year high school students. Therefore, this study emphasizes the importance of analyzing the impact of methodological strategies and their reflection on students' academic performance. Additionally, it explores the advantages of implementing new strategies that contribute to meaningful learning in Mathematics. The research was conducted with 97 second-year high school students and 28 teachers from the Unidad Educativa Francisca de las Llagas in Quito, addressing the need to overcome obstacles and difficulties in learning the domain of a function. A mixed-method approach, combining qualitative and quantitative elements, was employed, along with a pre-experimental design and a correlational scope between the two variables. Surveys were administered to teachers, and an analysis of the academic performance of secondyear high school students was conducted. The study correlated teachers' knowledge and application of methodological strategies in Mathematics with the average grades of the classes they taught. The findings indicate that the use of methodological strategies significantly influences the learning of the domain of a function. The lack of strategies such as Project-Based Learning (PBL), virtual environments, and artificial intelligence reduces the potential for meaningful learning. The research concludes that the application of innovative methodological strategies is essential to enhance students' understanding and performance in Mathematics.
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    El método heurístico con inteligencia artificial en el proceso de enseñanza -aprendizaje de la suma y resta en los estudiantes de tercer año de la Unidad Educativa “ABC”
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-03-07) Villacis Freire Raquel Silvana; Morocho Lara Héctor Daniel; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación con Mención en Enseñanza de la matemática
    Nowadays, teaching is undergoing a constant transformation, largely driven by technological advancement. Technology has become a fundamental tool in the educational process, so it is essential to integrate it as a strategy in the teaching of mathematics. Its incorporation allows to enrich learning, make it more interactive and accessible, and offer students new ways to explore and understand mathematical concepts. This research aimed to: Determine the influence of the heuristic method with artificial intelligence in the learning process of addition and subtraction in third-year students of the "ABC" Educational Unit. The applied methodology had a quantitative approach, with a pre-experimental design in which we worked with an experimental group without a control group, with a descriptive level, with a bibliographic and field modality, the technique for collecting information was done through a test, where a questionnaire of 8 addition and subtraction questions was applied in a context related to real life. We worked with two weekly sessions for 6 weeks, applying the heuristic method with artificial intelligence. The instruments were validated by expert judgment. The population consisted of 11 third grade students and one teacher, because the population was small, sampling techniques were not applied. After applying a pre-test and a post-test, the following results were obtained: the pre-test had an average of 6.72 and after applying the treatment, a notable increase in the average of 8.86 was obtained, which showed a significant change of 2.14 points of difference from the pre-test. The Student T test to verify the alternative hypothesis proposed was true. In conclusion, the application of the heuristic method with artificial intelligence had an influence on the learning of addition and subtraction, because a guide with activities was designed to help understand the content and the correct use of the methodology, where different strategies that allow the acquisition and development of skills are detailed.
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    GeoGebra y el proceso de enseñanza aprendizaje de ecuaciones de segundo grado
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-01-27) Zambonino Quisanga Joseline Valeria; Chimbo Cáceres Elsa Mayorie; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática
    The purpose of this work was to find out how GeoGebra influences the teaching-learning process of second degree equations in first year high school students of the "Mariscal Antonio José de Sucre" Educational Unit. To do this, the study variables were based on a theoretical and scientific basis. The research problem is based on the low academic performance in the area of mathematics, particularly in the subject of second degree equations, where a greater challenge has been demonstrated to understand and put into practice the procedures necessary for its solution. The applied methodology had a pre-experimental design, working with a single group made up of 46 students, with a qualitative-quantitative approach at a correlational level within the bibliographic and field documentary modality. The information collected in the research was obtained through the survey technique and as an instrument the application of a structured questionnaire, which was carried out twice, before (pre-test) and after (post-test) the teaching sessions to know the changes and compare the results obtained on the level of knowledge of second degree equations. The statistics were obtained thanks to the SPSS software and the Wilcoxon test was used to verify the hypothesis. The results indicated that the application of GeoGebra positively influences the teaching-learning process of second degree equations, since before the intervention, 72% of the students did not reach the required learning (scores less than 7 in the pre-test), while only 28% obtained satisfactory grades. After the implementation of GeoGebra, 70% of the students managed to exceed the threshold of the necessary learning, with a grade higher than 7 in the post-test. Concluding that the introduction of GeoGebra in the teaching of second degree equations not only improved students' grades, but also contributed to a greater understanding and mastery of the subject, highlighting the effectiveness of this technological tool in the educational process. The proposed approach combines traditional teaching with technology, which generates a more inclusive learning environment adapted to current needs.
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    Desarrollo de juegos educativos basados en inteligencia artificial para mejorar la comprensión matemática
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-01-27) Salguero Gualpa Stalin Gabriel; Morocho Lara Héctor Daniel; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática
    The present research called innovative teaching strategies and their impact on the teachinglearning process in the area of mathematics was developed with the objective of developing educational games through artificial intelligence (A.I.) for the development of mathematical understanding. Regarding the methodology, a quasi-experimental design was adopted that incorporates a mixed approach. Pre-test and post-test assessments were implemented to evaluate variations in mathematical understanding before and after the intervention. The study was descriptive in scope as it focused on analyzing and detailing the impact of educational games based on artificial intelligence on mathematical understanding. A bibliographic and field analysis was carried out. The probabilistic sample was made up of 140 students, of which 89 were part of the experimental group and 51 were part of the control group. The results of the research show that the bilateral significance p = 0.001 is less than α = 0.05, in accordance with the Golden Rule, the null hypothesis is rejected and the alternative hypothesis is accepted, which states that: Educational games based in artificial intelligence affect the understanding of mathematics in students in the ninth year of basic education at the Santo Domingo de Guzmán Educational Unit. Finally, it is concluded that the use of artificial intelligence in the creation of educational games is effective in improving mathematical understanding among ninth grade students; a significant improvement is seen in the performance and motivation of students when they participate in these interactive activities.
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    El razonamiento lógico matemático y el rendimiento académico
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-01-13) Llagua Mosquera Evelyn Lisbeth; Velasteguí Hernández Rommel Santiago; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática
    The present research work, called “Logical-mathematical reasoning and academic performance”, has as its line of research the evaluation of learning. It was developed in the educational unit “Liceo Joaquín Arias”, with third year high school students from the “A” and “D” parallels. The main objective of this study was to identify if there is a relationship between logical-mathematical reasoning and academic performance in this group of students. To achieve this objective, a non-experimental design of a transversal type and correlational level was used. It has a mixed approach, which combines quantitative and qualitative methods. The TOLT Test was applied as an instrument, developed and validated by Tobin and Capié, which allowed evaluating logical-mathematical reasoning in these students. Likewise, academic performance was analyzed from documented information from the institution's teachers. The test revealed that 76.09% of the students were at a concrete level of thinking, 23.91% were at a transitive level of thinking, and none reached the formal level of thinking. In addition, the application of the chi-square statistic allowed the null hypothesis to be rejected and the alternative hypothesis to be accepted, which shows that logical-mathematical reasoning is related to academic performance. These results revealed a clear need to promote logicalmathematical reasoning from an early age, since this skill is not only crucial for the development of mathematical skills, but also contributes to strengthening students' critical thinking. Therefore, it is concluded that the implementation of innovative pedagogical strategies that awaken students' interest and curiosity is essential. These strategies must integrate theoretical knowledge with practical applications in real life, in addition to integrating information and communication technologies in the teaching-learning process.
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    Herramientas interactivas para el aprendizaje de operaciones aritméticas básicas
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática, 2025-01-13) Chicaiza Toalombo Paúl Vinicio; Chimbo Cáceres Elsa Mayorie; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación Mención en Enseñanza de la Matemática
    Currently, technology in mathematics instruction has an essential role since it facilitates the generation of interactive environments that actively involve students in the learning of mathematics, through games, simulations and online activities, the learning process can be made more captivating and participatory. That is why the research project “Interactive tools for learning basic arithmetic operations” was proposed as an objective to determine the influence of interactive tools for learning basic arithmetic operations in middle school students, working with a pre-experimental design, with a single group to which pre- and post-test was applied, the approach was qualitative-quantitative at a correlational level and with bibliographic, documentary and field modalities. The results obtained in the present study show a significant improvement in student performance after the implementation of interactive tools for learning basic arithmetic operations. The average obtained in the pretest was 6.49, with most students obtaining scores between 4 and 6 points. In contrast, the posttest average rose to 8.71, highlighting that most students achieved scores above 7 points. This evidences that the interactive tools applied not only favored the comprehension of the contents, but also raised the students' levels of competence. In conclusion, the identification of interactive digital tools that favor the learning of basic arithmetic operations has revealed a wide range of technological options that, when properly implemented, significantly enhance the educational process, which is why this study analyzes the impact of interactive tools in the teaching of basic arithmetic operations, promoting meaningful, collaborative and constructivist learning through innovative digital strategies in educational contexts that arouse the interest of students.