Examinando por Autor "Gallego Bedoya, Heidy Marcela"
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- ÍtemLa gamificación con Kahoot: una propuesta lúdica y didáctica para el área de matemáticas de grado 5(Fundación Universitaria Los Libertadores. Sede Bogotá., ) Cardona Jiménez, Sandra Madeleine; Carmona Villa, Blanca Nubia; Gallego Bedoya, Heidy Marcela; Sánchez Rojas, César AugustoDespite the efforts made in the classroom for students to strengthen their learning, through the development of mathematical skills and the didactic bets undertaken by teachers to reduce the percentage of students located in insufficient according to evidence SABER, has not been could achieve, this situation that leads us to propose the research project "Lagamificación con Kahoot: a playful and didactic proposal for the area of mathematics of grade 5" work that takes place in the Educational Institution Nicolás Gaviria, the Balsita headquarters of the municipality of Cañasgordas. For this purpose, the project had as a general objective the implementation of this Kahoot application in students with insufficient performance level in the Saber tests of the mentioned institution, in addition to this, the study was oriented to a type of basic research, with a qualitative approach since from their results and discoveries, new products can arise. The study is enrolled in the line of research in pedagogy, didactics and infancy of the faculty of education sciences of the University Foundation los Libertadores and is articulated with the line of pedagogy, media and mediations institutional line under the core of problems that ask for the interactions in new scenarios. The pedagogical intervention proposal resulting from this process is structured in 4 phases that are: diagnostic phase or "Gamers", in which a diagnostic test with multiple-choice questions will be applied with a single response and unstructured interviews to teachers and students to inquire about the perspectives they have in the face of the acquisition of good results; the design phase or "Game over" will be known about the use of the kahoot platform and the benefits of how to gamify the learning; the implementation phase or "Re-playability" will be applied to workshops with teachers, aimed at recognizing the guidelines of the SABER math Tests 5; and the impact measurement phase or "Feedback" will be carried out a post test test with multiple-choice items with only response. From a perspective, it is considered that this pedagogical route and the Kahoot platform allow the use of didactic and playful applications to contribute to the dynamization of the learning process and therefore the resolution of questions that facilitate the development of competences in the area of mathematics.