Bibliographic citations
Amasifuén, L., (2023). Sistema de información gamificado y rendimiento académico en problemas de regularidad, equivalencia y cambio en la I.E 0003 El Dorado-Provincia-Huallaga [Universidad Nacional de San Martín. Fondo Editorial]. http://hdl.handle.net/11458/5124
Amasifuén, L., Sistema de información gamificado y rendimiento académico en problemas de regularidad, equivalencia y cambio en la I.E 0003 El Dorado-Provincia-Huallaga []. PE: Universidad Nacional de San Martín. Fondo Editorial; 2023. http://hdl.handle.net/11458/5124
@misc{renati/1059500,
title = "Sistema de información gamificado y rendimiento académico en problemas de regularidad, equivalencia y cambio en la I.E 0003 El Dorado-Provincia-Huallaga",
author = "Amasifuén Dávila, Luis Antony",
publisher = "Universidad Nacional de San Martín. Fondo Editorial",
year = "2023"
}
The present research project entitled "Gamified information system and academic performance in regularity, equivalence and change problems at the I.E 0003 El Dorado-Province-Huallaga", aimed to test the influence of the use of the gamified information system on academic performance in regularity, equivalence and change problems, at the I.E 0003 El Dorado, Caserío El Dorado, belonging to the District of Saposoa, Province of Huallaga. An applied research of explanatory research level was conducted. At the same time, pre- and post-test evaluations were designed, in order to have knowledge of the initial situation and after implementing the gamified information system. The results obtained show that after the application of the post-test, there is a significant improvement in the mean of the results, comparing the experimental group (EG) and the control group (CG). In addition, the results also show percentage improvements in student achievement levels, given that in the pretest, the results showed 65% at the beginning, 29% in process and 6% in expected achievement level, whereas after applying the treatment, the results show students who are approximately 6% at the beginning level, 59% in process and 35% in expected achievement level, which shows that the gamified information system influences the academic performance of the students. Therefore, a greater use of the information system at I.E 0003-El Dorado is recommended, in order to improve the quality of education in the mathematics course by making use of technology and appropriate techniques such as gamification.
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