Please use this identifier to cite or link to this item: https://repository.unad.edu.co/handle/10596/63983
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dc.creatorElles Ardila, Laura Marcelaes
dc.creatorGutiérrez , Deyseres
dc.creatorUribe Salinas, Jhony Estebanes
dc.date2024-08-02-
dc.date.accessioned2024-10-02T20:07:23Z-
dc.date.available2024-10-02T20:07:23Z-
dc.identifierhttps://hemeroteca.unad.edu.co/index.php/educat/article/view/5948-
dc.identifier10.22490/27452115.5948-
dc.identifier.urihttps://repository.unad.edu.co/handle/10596/63983-
dc.descriptionThis article defines the relevance of the development of autonomy in learning processes based on gamification for the development of mathematical skills in current education, based on evaluation indices such as PISA tests, according to data provided by the OECD and the different proposals proposed from UNESCO.In addition, it presents the results of the research, which had as its purpose the implementation of a gamified didactic strategy, using the digital platform Classcraft, in the learning-teaching process in the area of ​​mathematics for sixth grade students, of the Manuel Antonio Educational Institution. Antonio Toro from the municipality of Frontino, Antioquia, in order to establish its effectiveness, in terms of the use of autonomy in the development of mathematical skills It is a quasi-experimental research, with a no probabilistic test design, which designs two variables and two hypotheses, which were defined and concluded from the development of seven stages of implementation of the strategy, through the application of a test prior to the application. of the gamified strategy, through which the most relevant criteria to be addressed were identified and, subsequently, a post-test was carried out, from which the level of effectiveness and acceptance of the resource provided would be identified.en
dc.descriptionEste artículo define la relevancia del desarrollo de la autonomía en los procesos de aprendizaje basados en gamificación para el desarrollo de las competencias matemáticas en la educación actual, a partir de los índices de evaluación como las pruebas PISA, según los datos aportados por la OCDE y las diferentes iniciativas propuestas desde la UNESCO. Además, presenta los resultados de la investigación, que tuvo como propósito la implementación de una estrategia didáctica gamificada, usando la plataforma digital Classcraft, en el proceso de aprendizaje-enseñanza en el área de matemáticas para estudiantes del grado sexto, de la Institución Educativa Manuel Antonio Toro del municipio de Frontino, Antioquia, con el fin de establecer la efectividad de esta, en cuanto al uso de la autonomía en el desarrollo competencias matemáticas. Es una investigación cuasiexperimental, con un diseño de prueba no  probabilístico, que diseña dos variables y dos hipótesis, que fueron definidas y concluidas a partir del desarrollo de siete etapas de implementación de la estrategia, por medio de la aplicación de una prueba previa a la aplicación de la estrategia gamificada, a través de la cual se identificaron los criterios más relevantes para ser abordados y, posteriormente, la realización de una post-prueba, desde la que se identificaría el nivel de efectividad y aceptación del recurso aportado This article defines the relevance of the development of autonomy in learning processes based on gamification for the development of mathematical skills in current education, based on evaluation indices such as PISA tests, according to data provided by the OECD and the different proposals proposed from UNESCO.In addition, it presents the results of the research, which had as its purpose the implementation of a gamified didactic strategy, using the digital platform Classcraft, in the learning-teaching process in the area of ​​mathematics for sixth grade students, of the Manuel Antonio Educational Institution. Antonio Toro from the municipality of Frontino, Antioquia, in order to establish its effectiveness, in terms of the use of autonomy in the development of mathematical skills It is a quasi-experimental research, with a no probabilistic test design, which designs two variables and two hypotheses, which were defined and concluded from the development of seven stages of implementation of the strategy, through the application of a test prior to the application. of the gamified strategy, through which the most relevant criteria to be addressed were identified and, subsequently, a post-test was carried out, from which the level of effectiveness and acceptance of the resource provided would be identifiedes
dc.descriptionEste artigo define a relevância do desenvolvimento da autonomia nos processos de aprendizagem baseados na gamificação para o desenvolvimento de habilidades matemáticas na educação atual, com base em índices de avaliação como os testes PISA, segundo dados fornecidos pela OCDE e as diferentes iniciativas propostas pela UNESCO. Além disso, apresenta os resultados da pesquisa, que teve como finalidade a implementação de uma estratégia didática gamificada, utilizando a plataforma digital Classcraft, no processo de ensino-aprendizagem na área de matemática para alunos do sexto ano, do Instituição Educacional Manuel Antonio Antonio Toro do município de Frontino, Antioquia, com o objetivo de estabelecer sua eficácia, em termos de uso da autonomia no desenvolvimento de habilidades matemáticas. Trata-se de uma pesquisa quase experimental, com desenho de teste no probabilístico, que projeta duas variáveis ​​e duas hipóteses, que foram definidas e concluídas a partir do desenvolvimento de sete etapas de implementação da estratégia, por meio da aplicação de um teste prévio à aplicação. da estratégia gamificada, através da qual foram identificados os critérios mais relevantes a serem abordados e, posteriormente, foi realizado um pós-teste, a partir do qual se identificaria o nível de eficácia e aceitação do recurso disponibilizado.pt-BR
dc.formatapplication/pdf-
dc.languagespa-
dc.publisherSello Editorial UNADes
dc.relationhttps://hemeroteca.unad.edu.co/index.php/educat/article/view/5948/7178-
dc.rightsDerechos de autor 2024 EducaT: Educación virtual, Innovación y Tecnologíases
dc.rightshttps://creativecommons.org/licenses/by-nc-nd/4.0es
dc.sourceEducaT: Educación virtual, Innovación y Tecnologías; Vol. 4 No. 2 (2023); 15-24en
dc.sourceEducaT: Educación virtual, Innovación y Tecnologías; Vol. 4 Núm. 2 (2023); 15-24es
dc.sourceEducaT: Educación virtual, Innovación y Tecnologías; v. 4 n. 2 (2023); 15-24pt-BR
dc.source2745-2107-
dc.source2745-2115-
dc.subjectaprendizajees
dc.subjectgamificaciónes
dc.subjectlúdicaes
dc.subjectmatemáticases
dc.subjectTICes
dc.titleLa autonomía en los procesos de aprendizaje basados en gamificación para el desarrollo de competencias matemáticases
dc.typeinfo:eu-repo/semantics/article-
dc.typeinfo:eu-repo/semantics/publishedVersion-
Appears in Collections:Revista EducaT: Educación virtual, Innovación y Tecnologías

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