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La gamificación en el aprendizaje de las matemáticas en estudiantes de tercer grado de educación general básica de la unidad educativa Gloria Gorelik.

Authors :
Salvatierra Triana, Juliana
Velasco Gutierrez, Cristi
Vázquez Alvarez, Arian
Ortiz Aguilar, Wilber
Source :
Sinergia Académica. 2024 Special Issue, Vol. 7, p181-203. 23p.
Publication Year :
2024

Abstract

This study investigated the impact of gamification in the Gloria Gorelik Educational Unit (UE), of Basic General Education in Ecuador. Participants were 30 third-year students who used tablets and digital learning lessons to learn mathematics through gamified activities. The study included gamified conditions with competitive, adaptive and collaborative activities, which were integrated into the EU curricular plans under study. The results indicate that this strategy contributed to improving student performance. Four different types of gamified learning activities were implemented: competitive, collaborative, adaptive, and problem-based. It was observed that students showed preferences for different types of gamification, which highlights the importance of adapting strategies to individual needs. The results mainly showed the superiority of the competitive gamification activity, compared to other activities. The lowest results were obtained for problem-based learning. Likewise, it was concluded that gamification alone does not guarantee an increase in academic performance, but rather the key to success lies in the careful combination of game elements to achieve an effective balance in the educational process. contributed to improving student performance. Four different types of gamified learning activities were implemented: competitive, collaborative, adaptive, and problem-based. It was observed that students showed preferences for different types of gamification, which highlights the importance of adapting strategies to individual needs. The results mainly showed the superiority of the competitive gamification activity, compared to other activities. The lowest results were obtained for problem-based learning. Likewise, it was concluded that gamification alone does not guarantee an increase in academic performance, but rather the key to success lies in the careful combination of game elements to achieve an effective balance in the educational process. [ABSTRACT FROM AUTHOR]

Details

Language :
Spanish
ISSN :
27658252
Volume :
7
Database :
Academic Search Index
Journal :
Sinergia Académica
Publication Type :
Academic Journal
Accession number :
177524384