Gamified Activities to Improve the Learning of Addition in the Third Year of General Basic Education

Authors

  • Andrea Patricia Herrera Ruales Maestrante de la Universidad Bolivariana del Ecuador, Maestría en Educación con mención en Pedagogía en Entornos Digitales, Duran – Ecuador
  • María Inés Macías Silva Maestrante de la Universidad Bolivariana del Ecuador, Maestría en Educación con mención en Pedagogía en Entornos Digitales, Duran – Ecuador
  • Génesis Cecilia Yulán Berrones Maestrante de la Universidad Bolivariana del Ecuador, Maestría en Educación con mención en Pedagogía en Entornos Digitales, Duran – Ecuador
  • Gretel Vázquez Zubizarreta Docente de la Universidad Bolivariana del Ecuador, Duran – Ecuador.
  • Manuel Roberto Tolozano Benites Docente de la Universidad Bolivariana del Ecuador, Duran – Ecuador

DOI:

https://doi.org/10.61707/qkf72s79

Keywords:

Addition, Learning Enhancement, Mathematical Skills, Gamification, Educational Games

Abstract

This paper explores how to improve the learning of addition in students in the third year of General Basic Education at the EducaMundo Bilingual Educational Unit. It is noted that, in the wake of the COVID-19 pandemic, information and communication technologies have become fundamental tools in education, offering new ways to enrich teaching and learning methods. These can make classes more interactive and engaging, resulting in a significant increase in students' interest and confidence towards subjects, particularly Mathematics. Therefore, it was proposed as an objective to implement gamified activities to contribute to solve the problem posed. Theoretical methods such as analytical-synthetic and modelling, empirical methods such as observation and pedagogical and statistical testing were used.  The results indicate a remarkable improvement in academic performance and retention of mathematical knowledge, reaffirming the effectiveness of gamification as an educational strategy. In addition, it highlights the need to train teachers in innovative resources such as gamification to further enrich the educational process.

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Published

2024-06-28

Issue

Section

Articles

How to Cite

Gamified Activities to Improve the Learning of Addition in the Third Year of General Basic Education. (2024). International Journal of Religion, 5(11), 2440 – 2453. https://doi.org/10.61707/qkf72s79

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