Citas bibligráficas
Temoche, J., (2022). Los videojuegos como recurso didáctico para el aprendizaje matemático en la educación primaria [Pontificia Universidad Católica del Perú]. http://hdl.handle.net/20.500.12404/22494
Temoche, J., Los videojuegos como recurso didáctico para el aprendizaje matemático en la educación primaria []. PE: Pontificia Universidad Católica del Perú; 2022. http://hdl.handle.net/20.500.12404/22494
@misc{renati/536009,
title = "Los videojuegos como recurso didáctico para el aprendizaje matemático en la educación primaria",
author = "Temoche Cotrina, Jeimy Ivan",
publisher = "Pontificia Universidad Católica del Perú",
year = "2022"
}
Currently, education and educational modalities have had to be modified, due to the COVID-19 pandemic. The influence of the technological age has brought new possibilities to teachers for virtuality and their need to implement long-distance education in times of pandemic. However, this has also presented new challenges for teachers and their technological skills, especially in the learning of mathematical skills, which have been greatly affected by the times of confinement of the children of the world, being unable to use traditional teaching methods. That is why new didactic resources are required, which favour the connection of mathematical learning in the new virtual environment that we live in, being gamification a viable and significant didactic resource for teaching in primary education. The main objective of this research is to explain the theory around positive validation studies in the consolidation of teaching by video games as a didactic resource. Qualitative-descriptive research and in thesis format is followed, using the documentary method for the review of relevant research and the analysis of the use of video games in the learning of basic operations in primary education through the references consulted. At the end of the study, it is concluded that video games are a viable educational resource, under the project method, for use in schools. These can be adapted to the needs of the group and favour the evaluation and implementation procedures of an environment to gamify.
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