Gamificación y resolución de problemas de cantidad en el área de matemática en IV ciclo
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Fecha
2023-08
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Escuela de Educación Superior Pedagógica Pública Monterrico
Resumen
Los distintos acontecimientos y reportes de las recientes evaluaciones de los estudiantes en el área de matemática visibilizan una brecha clara entre la resolución de problemas de cantidad y la comprensión de estos, debido a distintos factores entre los que predominan; los métodos tradicionales de enseñanza, ausencia de motivación e involucramiento y escasa actualización pedagógica. Frente a ello se propone a la gamificación y se describen 7 pasos para ser aplicados como estrategia innovadora, partiendo de actividades secuenciales de fácil aplicación, para que los estudiantes alcancen la resolución de problemas de cantidad de una forma significativa y no a través de la memorización, gestionando motivaciones intrínsecas, recursos y elementos del juego. Ante estas premisas surge la siguiente interrogante ¿Cuáles son los pasos de la gamificación como estrategia para el desarrollo de la competencia resuelve problemas de cantidad en los estudiantes del IV ciclo de educación primaria? Esta investigación es de enfoque cualitativo y diseño documental, los instrumentos de recolección de datos utilizados son los ficheros electrónicos y registro de páginas web.
The different events and reports of recent student evaluations in the area of mathematics reveal a clear gap between the resolution of quantity problems and their understanding, due to different factors among which predominate; traditional teaching methods, absence of motivation and involvement and poor pedagogical updating. In response to this, gamification is proposed and seven steps are described to be applied as an innovative strategy, starting from sequential activities that are easy to apply, so that students can solve quantity problems in a meaningful way and not through memorization. Managing intrinsic motivations, resources and game elements are premises to formulate the following question: What are the steps of gamification as a strategy for the development of competence to solve quantity problems in students of the IV cycle of primary education? This research has a qualitative approach with documentary design and the data collection instruments used are electronic files including the web page registrations.
The different events and reports of recent student evaluations in the area of mathematics reveal a clear gap between the resolution of quantity problems and their understanding, due to different factors among which predominate; traditional teaching methods, absence of motivation and involvement and poor pedagogical updating. In response to this, gamification is proposed and seven steps are described to be applied as an innovative strategy, starting from sequential activities that are easy to apply, so that students can solve quantity problems in a meaningful way and not through memorization. Managing intrinsic motivations, resources and game elements are premises to formulate the following question: What are the steps of gamification as a strategy for the development of competence to solve quantity problems in students of the IV cycle of primary education? This research has a qualitative approach with documentary design and the data collection instruments used are electronic files including the web page registrations.
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Palabras clave
Gamificación, Matemática, Resolución de problemas, Investigación cualitativa, Educación Primaria