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artículo
“El rendimiento de las matemáticas complejas se abordó desde el uso de tecnologías del ocio como recurso disruptivo en el aula virtual. El objetivo permitió modificar la demanda cognitiva en matemática, mediante el uso de videojuegos como gamificador de sesiones de aprendizaje. Participaron 250 escolares como parte de una muestra latinoamericana. Luego de seis meses de desarrollo de la investigación con el modelo experimental, concluimos en la mejora de las habilidades en los sujetos para abordar la demanda de bajo nivel y la demanda de tipo no conectiva luego de participar en clases gamificadas con modelo D-O [Dinámica-Operativa]. Los eventos produjeron mejores posibilidades de producir operaciones matemáticas basadas en el razonamiento, provocando mayor reflexión en el grupo experimental. Las evidencias necesitan profundizarse en el nivel de demanda conectiva (alto nivel) co...
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artículo
Current educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating teaching and stimulating the learning of mathematical competencies in two Latin American contexts. We included in the first study 142 professors from the São Paulo Government of Brazil to study the use of the game through an evaluation by Kahoot! In another phase, we included 257 Basic Education teachers and 1,456 students from Peru to develop an experiment with non-serious video games. The conclusions allow us to argue that a large part of the teachers accept the Kahoot! Platform as an evaluating and gamifying means with equal effects to the use of traditional games in current education. Similarly, video games develop numerical thinking and mathematical reasoning in stu...
3
artículo
Current educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating teaching and stimulating the learning of mathematical competencies in two Latin American contexts. We included in the first study 142 professors from the São Paulo Government of Brazil to study the use of the game through an evaluation by Kahoot! In another phase, we included 257 Basic Education teachers and 1,456 students from Peru to develop an experiment with non-serious video games. The conclusions allow us to argue that a large part of the teachers accept the Kahoot! Platform as an evaluating and gamifying means with equal effects to the use of traditional games in current education. Similarly, video games develop numerical thinking and mathematical reasoning in stu...