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Use of Gamification to Approach the Algebraic Language and Equations in 1st Grade of Secondary Education

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URI: http://hdl.handle.net/20.500.12226/1811
DOI: http://dx.doi.org/https://doi.org/10.33423/jhetp.v23i13
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Autor(es):
Canosa, María; Sánchez Sánchez, Almudena; Díaz Palencia, José Luis; Roa González, Julián
Fecha de publicación:
2023-09
Resumen:

Active methodologies, as innovative agents, are becoming more and more frequent in education, but they are not a majority. However, it is a good resource to adapt the educational system to the current society based on knowledge and information. This article shows a useful and effective tool to connect with the needs and interests of students through an active methodology. The proposal, a gamification (teaching-learning methodology based on the mechanics of games), approaches the students of 1st grade of secondary education to the algebraic language and equations, combining cooperative learning activities. Working through gamification means a higher academic performance, an increase in motivation and the development of a positive attitude allowing, in addition, to attend to diversity in the classroom and the use of ICT promoting collaborative work. Gamification, based on the use of ICT, facilitates the acquisition of knowledge in a more attractive way, favoring their performance.

Active methodologies, as innovative agents, are becoming more and more frequent in education, but they are not a majority. However, it is a good resource to adapt the educational system to the current society based on knowledge and information. This article shows a useful and effective tool to connect with the needs and interests of students through an active methodology. The proposal, a gamification (teaching-learning methodology based on the mechanics of games), approaches the students of 1st grade of secondary education to the algebraic language and equations, combining cooperative learning activities. Working through gamification means a higher academic performance, an increase in motivation and the development of a positive attitude allowing, in addition, to attend to diversity in the classroom and the use of ICT promoting collaborative work. Gamification, based on the use of ICT, facilitates the acquisition of knowledge in a more attractive way, favoring their performance.

Palabra(s) clave:

active methodology

gamification

motivation

diversity

ICT

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