Bibliographic citations
Cerna, A., Esquivel, M. (2017). Videojuego matemático con hologramas 3D interactivos usando Leap Motion para mejorar la capacidad matemática de elaboración y uso de estrategias en alumnos del Colegio Carlos Manuel Cox Rosse en el periodo 2016 - Unidad I [Tesis, Universidad Privada Antenor Orrego - UPAO]. https://hdl.handle.net/20.500.12759/3399
Cerna, A., Esquivel, M. Videojuego matemático con hologramas 3D interactivos usando Leap Motion para mejorar la capacidad matemática de elaboración y uso de estrategias en alumnos del Colegio Carlos Manuel Cox Rosse en el periodo 2016 - Unidad I [Tesis]. : Universidad Privada Antenor Orrego - UPAO; 2017. https://hdl.handle.net/20.500.12759/3399
@misc{renati/375733,
title = "Videojuego matemático con hologramas 3D interactivos usando Leap Motion para mejorar la capacidad matemática de elaboración y uso de estrategias en alumnos del Colegio Carlos Manuel Cox Rosse en el periodo 2016 - Unidad I",
author = "Esquivel Leon, Maiky Francis",
publisher = "Universidad Privada Antenor Orrego - UPAO",
year = "2017"
}
Mathematics is one of the main courses where the students of the school Carlos Manuel Cox Rosse have the lowest scores, according to ratings compiled in 2015, in third grade, a large percentage of students does not achieve the score B (11 to 13 in vigesimal rating), which, according to the goals of the institution, is not expected because it is intended that a greater percentage of students get scores between A and AD. In this research was developed and applied a Mathematical Videogame with Interactive 3D Holograms Using Leap Motion to improve mathematical capability of developing and using strategies in students of third grade from the National Educational Institution Carlos Manuel Cox Rosse in the period 2016- Unit I; focusing on competition: ““Act and think mathematically in situations of regularity, equivalence and change““. To achieve this objective, mathematical capability of students in the experimental and control groups was measured using a test of mathematical capability of developing and using strategies before and after the application of mathematical videogame; a functional prototype of Mathematical Videogame with Interactive 3D Holograms Using Leap Motion using Scrum methodology with contributions from SUM methodology was implemented; the functional prototype was applied in teaching-learning process to the experimental group for a total of 8 sessions of play; finally we collected and evaluated the results. Evaluating the results, we obtained that students in the experimental group, who used the mathematical videogame, improved their mathematical capability of developing and using strategies significantly (M = 19.5, SE = .31) compared with students in the control group (M = 15.8, SE = 1.06, t (18) = 3.35, p <.05, r = .62).
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.