Aprendizaje en las matemáticas. La gamificación como nueva herramienta pedagógica
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Horizontes Rev. Inv. Cs. Edu.
Abstract
El propósito de este estudio se basa en considerar la gamificación como nueva herramienta pedagógica para el aprendizaje de las matemáticas. La metodología empleada fue un bajo el diseño documental. Como conclusión se puede indicar que la gamificación resulta interesante e importante para mejorar el aprendizaje en todos los niveles educativos pues ayuda en gran medida a la motivación de los estudiantes, así como la disminución del estrés presente en ellos producto del miedo a afrontar las clases que les parecen aburridas o difíciles y de diversos factores como socioculturales y económicos. En cuanto a la implementación de la gamificación en las matemáticas se ha observado una buena influencia de esta herramienta para desarrollar habilidades de cálculos y lógica matemática en los estudiantes pues les permite a través del uso de los diferentes software existentes desarrollar estrategias que les permitan avanzar de nivel, lograr cumplir las metas, con el propósito de alcanzar las mejores calificaciones.
The purpose of this study is based on considering gamification as a new pedagogical tool for learning mathematics. The methodology used was a low documentary design. As a conclusion, it can be indicated that gamification is interesting and important to improve learning at all educational levels as it greatly helps the motivation of students, as well as reducing the stress present in them due to the fear of facing the classes that they seem boring or difficult and of various factors such as sociocultural and economic. Regarding the implementation of gamification in mathematics, a good influence of this tool has been observed to develop calculation skills and mathematical logic in students since it allows them, through the use of different existing software, to develop strategies that allow them to advance from level, achieve the goals, in order to achieve the best grades.
The purpose of this study is based on considering gamification as a new pedagogical tool for learning mathematics. The methodology used was a low documentary design. As a conclusion, it can be indicated that gamification is interesting and important to improve learning at all educational levels as it greatly helps the motivation of students, as well as reducing the stress present in them due to the fear of facing the classes that they seem boring or difficult and of various factors such as sociocultural and economic. Regarding the implementation of gamification in mathematics, a good influence of this tool has been observed to develop calculation skills and mathematical logic in students since it allows them, through the use of different existing software, to develop strategies that allow them to advance from level, achieve the goals, in order to achieve the best grades.
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Vol. 5, No. 17