Gamification in the Development of Meaningful Mathematics Learning in Students with Unfinished Schooling


Abstract:

This article presents the experience of a meaningful learning proposal through the Classcraft platform with interactive activities for 20 students with unfinished upper basic schooling from Hispano America School about first-grade inequalities. It has as its main objective the implementation of gamification resources for the strengthening of meaningful learning of mathematics, this study is quasi-experimental research with a descriptive scope and quantitative approach. The instruments applied were the questionnaire (pretest and posttest) and the survey that was applied through the TAM model to know the degree of technological acceptance of the students, for which 4 objective questions were analyzed to know the effectiveness, usefulness, ease, and satisfaction of using technological tools to achieve meaningful learning in mathematics. The results of this research are favorable in the learning of mathematics, even more so in students with unfinished schooling since they can improve their academic performance by using gamification tools, which are available all the time so that their performance improves.

Año de publicación:

2023

Keywords:

  • Meaningful learning
  • unfinished schooling
  • Virtual Education
  • web 3.0 tools
  • Gamification
  • TAC

Fuente:

scopusscopus

Tipo de documento:

Conference Object

Estado:

Acceso restringido

Áreas de conocimiento:

  • Educación matemática

Áreas temáticas de Dewey:

  • Enseñanza primaria
  • Escuelas y sus actividades; educación especial
  • Matemáticas
Procesado con IAProcesado con IA

Objetivos de Desarrollo Sostenible:

  • ODS 4: Educación de calidad
  • ODS 10: Reducción de las desigualdades
  • ODS 17: Alianzas para lograr los objetivos
Procesado con IAProcesado con IA