Proyecto “Gamificación para mejorar la competencia Resuelve problemas regularidad, equivalencia y cambio en estudiantes de secundaria
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Date
2023-12
Journal Title
Journal ISSN
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Publisher
Escuela de Educación Superior Pedagógica Pública Monterrico
Abstract
La habilidad de resolver problemas algebraicos radica en el dominio de las capacidades de la competencia Resuelve problemas de regularidad, equivalencia y cambio, que se mide a través del nivel de logro de los estudiantes. En la presente investigación se ha realizado un estudio sobre la gamificación como estrategia para la mejora del nivel de logro de la competencia Resuelve problemas de regularidad, equivalencia y cambio, mediante la propuesta del proyecto de innovación educativa “Gamificación para mejorar la competencia Resuelve problemas de regularidad, equivalencia y cambio en estudiantes de secundaria” que está dirigida a estudiantes del quinto año de secundaria de la Institución Educativa Monterrico Aplicación. Se tomó como referencia inicial el nivel de logro “logrado” en la prueba diagnóstica tomada a inicio del ciclo escolar del 2023, luego se aplicaron siete sesiones que involucran el uso de las TIC’s utilizando diarios de campo, para luego evaluar el nivel de logro con la prueba "Reconocimiento del nivel de logro de la competencia Resuelve problemas de regularidad, equivalencia y cambio" cuyos resultados revelaron una mejora significativa en el nivel de logro de los estudiantes, lo que indica que la aplicación de esta estrategia mejora el nivel de logro de esta competencia.
The ability to solve algebraic problems lies in mastering the skills of the 'Solves problems of regularity, equivalence, and change' competence, which is measured through students' achievement levels. In the present research, a study has been conducted on gamification as a strategy to enhance the achievement level of the 'Solves problems of regularity, equivalence, and change' competence through the proposal of the educational innovation project 'Gamification to improve the competence of solving problems of regularity, equivalence, and change in high school students.' The project is aimed at fifth-year high school students from Monterrico Aplicación Educational Institution. The initial reference point was the achievement level obtained in the diagnostic test taken at the beginning of the 2023 school year. Subsequently, seven sessions were implemented involving the use of ICTs (Information and Communication Technologies) with the use of field journals. Afterward, the achievement level was assessed using the test 'Recognition of the achievement level of the competence Solves problems of regularity, equivalence, and change.' The results revealed a significant improvement in students' achievement levels, indicating that the application of this strategy enhances the achievement level of this competence.
The ability to solve algebraic problems lies in mastering the skills of the 'Solves problems of regularity, equivalence, and change' competence, which is measured through students' achievement levels. In the present research, a study has been conducted on gamification as a strategy to enhance the achievement level of the 'Solves problems of regularity, equivalence, and change' competence through the proposal of the educational innovation project 'Gamification to improve the competence of solving problems of regularity, equivalence, and change in high school students.' The project is aimed at fifth-year high school students from Monterrico Aplicación Educational Institution. The initial reference point was the achievement level obtained in the diagnostic test taken at the beginning of the 2023 school year. Subsequently, seven sessions were implemented involving the use of ICTs (Information and Communication Technologies) with the use of field journals. Afterward, the achievement level was assessed using the test 'Recognition of the achievement level of the competence Solves problems of regularity, equivalence, and change.' The results revealed a significant improvement in students' achievement levels, indicating that the application of this strategy enhances the achievement level of this competence.
Description
Keywords
Gamificación, Resolución de problemas, Problemas algebraicos, Álgebra, Innovación educativa, Educación secundaria, Problemas matemáticos