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GAMIFICATION PROPOSAL AS A DIDACTIC STRATEGY FOR THE TEACHING OF MULTIPLICATION

Multiplication is often a stepping stone to understanding more complex mathematical concepts, such as fractions, algebra, statistics and probability, which are essential parts of a child's school education. Unfortunately, multiplication is a mathematical operation taught, by most teachers, in a traditional or rote way, limiting a child's logical thinking and applying rote learning in students, who learn in a mechanical way without achieving meaningful learning. The objective of this research project is to improve the teaching of multiplication in the fifth grade group of Agustin Melgar Elementary School located in the city of Aguascalientes, Mexico, through the implementation of gamification as an innovative teaching strategy together with Information and Communication Technologies (ICT) to achieve a significant impact on learning and encourage active and motivating participation of these students.
This proposal was applied in two stages and with a sample of 20 students that make up the primary group of Quinto "B". In the first stage, a survey was applied to the students of the whole group together with their parents to determine their preference for the use of ICT in their teaching and learning process. In the second stage, the group of students was divided into two subgroups, each of 10 students. To one subgroup of 10 students, the active learning methodology based on gamification and supported by the use of ICT was applied. The other half of the students were taught using the traditional mathematics teaching methodology. The results obtained within this second stage show that students who have had a teaching-learning process based on the active learning methodology and ICT, have been more satisfactory in relation to those students who have had the traditional teaching process. From the above, it is concluded that, with the systematic application of the active learning methodology based on gamification and ICT, it will cause a significant improvement in the mathematical skills of students at the primary level.

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GAMIFICATION PROPOSAL AS A DIDACTIC STRATEGY FOR THE TEACHING OF MULTIPLICATION

  • DOI: https://doi.org/10.22533/at.ed.5584332407116

  • Palavras-chave: Active learning, mathematics, gamification, serious games, ICT.

  • Keywords: Active learning, mathematics, gamification, serious games, ICT.

  • Abstract:

    Multiplication is often a stepping stone to understanding more complex mathematical concepts, such as fractions, algebra, statistics and probability, which are essential parts of a child's school education. Unfortunately, multiplication is a mathematical operation taught, by most teachers, in a traditional or rote way, limiting a child's logical thinking and applying rote learning in students, who learn in a mechanical way without achieving meaningful learning. The objective of this research project is to improve the teaching of multiplication in the fifth grade group of Agustin Melgar Elementary School located in the city of Aguascalientes, Mexico, through the implementation of gamification as an innovative teaching strategy together with Information and Communication Technologies (ICT) to achieve a significant impact on learning and encourage active and motivating participation of these students.
    This proposal was applied in two stages and with a sample of 20 students that make up the primary group of Quinto "B". In the first stage, a survey was applied to the students of the whole group together with their parents to determine their preference for the use of ICT in their teaching and learning process. In the second stage, the group of students was divided into two subgroups, each of 10 students. To one subgroup of 10 students, the active learning methodology based on gamification and supported by the use of ICT was applied. The other half of the students were taught using the traditional mathematics teaching methodology. The results obtained within this second stage show that students who have had a teaching-learning process based on the active learning methodology and ICT, have been more satisfactory in relation to those students who have had the traditional teaching process. From the above, it is concluded that, with the systematic application of the active learning methodology based on gamification and ICT, it will cause a significant improvement in the mathematical skills of students at the primary level.

  • Marco Antonio Hernandez Vargas
  • Isis Karely Guzman Rodriguez
  • Juan Manuel Vazquez Medina
  • César Dunay Acevedo Arreola
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