Gamificación para desarrollar la competencia Resuelve problemas de regularidad, equivalencia y cambio en estudiantes de cuarto grado de secundaria
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Date
2025-10
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Publisher
Escuela de Educación Superior Pedagógica Pública Monterrico
Abstract
Esta investigación respondió a una problemática identificada en una Institución Educativa de la UGEL 07, basándose en evaluaciones estandarizadas, las cuales mostraron resultados desfavorables con relación a la resolución de problemas de regularidad, equivalencia y cambio, en el área de matemática. Por ello, se tuvo, como objetivo general, determinar que la aplicación de la estrategia de gamificación incrementó la competencia Resuelve problemas de regularidad, cambio y equivalencia en estudiantes de cuarto grado de secundaria de una institución educativa del distrito de Miraflores. La línea de investigación fue innovación y didáctica; con enfoque cuantitativo, de diseño cuasi experimental y tipo aplicada. Además, se tuvo como muestra dos grupos de educación secundaria que responden al grupo experimental con 30 estudiantes y al grupo control con 22 estudiantes. El recojo de la información se realizó utilizando la técnica de la encuesta y la prueba escrita como instrumento. El análisis de los datos obtenidos se llevó a cabo con una estadística de nivel descriptivo y otra de nivel inferencial, obteniendo como resultados que la aplicación de la estrategia de gamificación favorece el desarrollo de dicha competencia en estudiantes de cuarto grado de una institución del distrito de Miraflores.
This research responded to a problem identified in an Educational Institution of the UGEL 07, based on standardized evaluations, which showed unfavorable results in relation to the resolution of problems of regularity, equivalence and change; in the area of mathematics. Therefore, the general objective was to determine that the application of the gamification strategy increased the competence to Solve problems of regularity, change, and equivalence in fourth-grade high school students from an educational institution in the Miraflores district. The line of research was innovation and didactics; with quantitative approach, quasi-experimental design and applied type. In addition, the sample consisted of two groups of secondary school students, the experimental group with 30 students and the control group with 22 students. The information was collected using the survey technique and the written test as an instrument. The analysis of the data obtained was carried out with descriptive and inferential statistics, obtaining as results that the application of the gamification strategy favors the development of this competence in fourth grade students of an institution in the district of Miraflores.
This research responded to a problem identified in an Educational Institution of the UGEL 07, based on standardized evaluations, which showed unfavorable results in relation to the resolution of problems of regularity, equivalence and change; in the area of mathematics. Therefore, the general objective was to determine that the application of the gamification strategy increased the competence to Solve problems of regularity, change, and equivalence in fourth-grade high school students from an educational institution in the Miraflores district. The line of research was innovation and didactics; with quantitative approach, quasi-experimental design and applied type. In addition, the sample consisted of two groups of secondary school students, the experimental group with 30 students and the control group with 22 students. The information was collected using the survey technique and the written test as an instrument. The analysis of the data obtained was carried out with descriptive and inferential statistics, obtaining as results that the application of the gamification strategy favors the development of this competence in fourth grade students of an institution in the district of Miraflores.
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Keywords
Gamificación, Competencia, Matemática, Aprendizaje