Citas bibligráficas
Farro, J., (2022). Taller de juegos lógicos “Divertimate” como estrategia didáctica para facilitar el logro del Aprendizaje Significativo del área de Matemática en las practicas pre-profesionales de los estudiantes de décimo ciclo de la carrera de Educación Inicial del I.E.S.P.P Indoamérica – Trujillo, 2021. [Tesis, Universidad Privada Antenor Orrego]. https://hdl.handle.net/20.500.12759/8679
Farro, J., Taller de juegos lógicos “Divertimate” como estrategia didáctica para facilitar el logro del Aprendizaje Significativo del área de Matemática en las practicas pre-profesionales de los estudiantes de décimo ciclo de la carrera de Educación Inicial del I.E.S.P.P Indoamérica – Trujillo, 2021. [Tesis]. PE: Universidad Privada Antenor Orrego; 2022. https://hdl.handle.net/20.500.12759/8679
@mastersthesis{renati/378421,
title = "Taller de juegos lógicos “Divertimate” como estrategia didáctica para facilitar el logro del Aprendizaje Significativo del área de Matemática en las practicas pre-profesionales de los estudiantes de décimo ciclo de la carrera de Educación Inicial del I.E.S.P.P Indoamérica – Trujillo, 2021.",
author = "Farro Quiroz, Jackeline",
publisher = "Universidad Privada Antenor Orrego",
year = "2022"
}
The objective of this research was to determine that the “Divertimate” logic games workshop, as a didactic strategy, influences the significant learning of the area of mathematics of students in the tenth cycle of Initial Education of the IESPP Indoamérica - Trujillo, 2021. The research was experimental with quasi-experimental design; We worked with a sample of 28 students (experimental group) and 27 students (control group), to whom a checklist was applied to verify significant learning in the dimensions Assimilation of the notion of quantity and Assimilation of the ideas of the spatial relationships of mathematics. The results show that the experimental group achieved significant progress in learning the area of mathematics, going from 16.36 points to 34 points on average in the post-test. In the control group, the 20.6 points they obtained in the pretest decreased to an average of 15.9 points in the posttest. Consequently, the experimental group significantly improved their significant learning in the area of mathematics, which did not happen with the students in the control group. For the docimasia of hypotheses, the statistical Student's t test was used in which the value of t = 1.67 ˂ 11.04 can be appreciated, that is, there is a significant difference between the averages before and after the application of the game workshop logical ““Divertimate““, which shows that the hypothesis has been confirmed, this means that the difference in scores between the experimental group and the control group is statistically significant, that is, it is due to the effect of the independent variable the Games Workshop Logic ““Divertimate
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