Título: THE GAMIFICATION AS AN EVALUATION TOOL FOR MEANINGFUL LEARNING OF MATHEMATICS

Autor(es): GUEVARA VEGA VICENTE ALEXANDER, JARAMILLO MEDIAVILLA LORENA GUISELA, VELASCO SOFÍA

Fecha de publicación: 01-jun-2021

Resumen: The objective of this article is to design an evaluation proposal implementing gamification tools that promote motivation and meaningful learning of Mathematics in students. For many of the students, Mathematics is synonymous with frustration, discouragement and apathy, since they consider it a difficult, boring, abstract subject with little practical application. In this context, the use of digital evaluation applications such as Kahoot and Quizizz is proposed, which present a mechanic that allows to easily use elements of gamification as a game, participants compete with each other and receive immediate feedback on Its performance. Furthermore, it allows motivation to be inserted as a transversal axis throughout the educational process. The methodology is based on three phases: the first is the research design where the mixed approach was established; The second phase consisted of collecting information for both the diagnosis and the development of the proposal. Among the techniques used were the surveys aimed at teachers and students, observation cards, micro-curricular planning and note recording. The results obtained were to consider evaluation as a comprehensive, systematic and systemic process and that through gamification has contributed considerably to the significant learning of mathematics in students.

Palabras clave: gamification, evaluation, motivation, mathematics

DOI: https://doi.org/10.15405/epsbs.2021.06.14

ISSN: 2357-1330

Tipo publicación: Artículo

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