Gamificación en ámbitos educativos: uso de classdojo y geogebra para la enseñanza de geometría en el noveno año de EGB.
Abstract:
The development of the digital industry has transformed the work of societies. Students developing in this context assume new interests and teachers seek to face these scenarios by exploring new strategies and educational resources. With this idea, the objective of this project is to determine how the use of gamification by ClassDojo and GeoGebra applications contributes to the learning of Geometry. For this purpose, we designed a system of classes for the 9th grade of EGB of the Julio María Matovelle school in the city of Cuenca. The proposal is framed in the TPACK model, which implies the interrelated knowledge of technology, pedagogy and content. Subsequently, the proposal is reconstructed through the methodology of systematization of educational experiences; the starting point, formulate a systematization plan, the recovery of the lived process, the reflections in the background and the points of arrival. The information was obtained from the 30 student-participants through a PNI (positive, negative, interesting) assessment scale and their learning products, from the systematization files made during the intervention, from an interview with the professional tutor and from reports issued by the ClassDojo platform. The results of this experience consolidate that gamification is a motivating didactic strategy; students assume in a novel way the use of ClassDojo, understand geometry better with the use of GeoGebra, foster social skills such as companionship, participation, responsibility, and above all, recover interest in learning mathematics.
Año de publicación:
2019
Keywords:
Fuente:
Tipo de documento:
Other
Estado:
Acceso abierto
Áreas de conocimiento:
- Tecnología educativa
Áreas temáticas:
- Escuelas y sus actividades; educación especial
- Matemáticas
- Juegos de habilidad de interior