Bibliographic citations
Vasquez, L., Requejo, D. (2023). Herramienta Digital TEQUIM GAME para desarrollar el aprendizaje significativo en el tercer grado de la I.E.S. Shucshuyacu, 2022 [Universidad Nacional de San Martín. Fondo Editorial]. http://hdl.handle.net/11458/5639
Vasquez, L., Requejo, D. Herramienta Digital TEQUIM GAME para desarrollar el aprendizaje significativo en el tercer grado de la I.E.S. Shucshuyacu, 2022 []. PE: Universidad Nacional de San Martín. Fondo Editorial; 2023. http://hdl.handle.net/11458/5639
@misc{renati/1056476,
title = "Herramienta Digital TEQUIM GAME para desarrollar el aprendizaje significativo en el tercer grado de la I.E.S. Shucshuyacu, 2022",
author = "Requejo Sanchez, Digna Margarita",
publisher = "Universidad Nacional de San Martín. Fondo Editorial",
year = "2023"
}
Digital tool TEQUIM GAME to develop meaningful learning in the third grade of the I.E.S Shucshuyacu, 2022 The objective of this research is to "Design a TEQUIM GAME Digital Tool to develop meaningful learning in the third grade of the I.E.S Shucshuyacu, 2022". The research was developed in the town of Shucshuyacu, in the Shucshuyacu Secondary Educational Institution with Complete School Day (JEC), located at Ricardo Palma S/N, in which the students are of mixed gender. The study was carried out over a period of 8 months. In the problematic reality, certain learning problems have been identified in the area of inorganic chemistry, where students are unable to identify the composition and structure of the basic chemical elements; in terms of learning representations, students are unable to identify the symbols of the elements of the periodic table; in terms of learning by concepts, it has been evidenced that students have not acquired knowledge through their experiences. The purpose was to develop an easy-to-download digital application where students can learn the table of chemical elements. It was an applied study because the purpose of the study was to solve the learning problems in the subject of chemistry of third grade high school students, the research method was inductive, the sample was the control group (section A) formed by 25 students and the experimental group (section B) constituted by 25 students of the third grade; the approach of the study was quantitative, the level was applicative because the purpose is to know, improve and develop; the design was quasi-experimental because the independent variable was manipulated by means of 8 game learning sessions that will be designed in the digital application. The procedure was to apply an evaluation at the beginning and at the end of the study to the two control and experimental groups, then the data were collected and processed in the statistical program SPSS 28. The main result was that significant learning is in a Highly Developed Category (ASAD). The author concludes that the execution of the sessions of the digital tool TEQUIM GAME in the students achieved the significant development of significant learning in the third grade of the I.E.S. Shucshuyacu, 2022.
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