Gamificación en el desarrollo de habilidades cognitivas en los niños y niñas de primer año de educación general básica del C.E.I. “Dolores Veintimilla de galindo” en el año lectivo 2019 – 2020.

ABSTRACT The project entitled “Gamification in the Development of Cognitive Skills in the Children of the First Year of General Basic Education of the “Dolores Veintimilla de Galindo” Initial Education Center in the school year 2019 – 2020”, had as a central objective to determine the impact of Gami...

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Detalhes bibliográficos
Autor: Jessica Paulina, Cepeda Asqui
Formato: tesis de maestría
Estado:Versión publicada
Fecha de publicación:2021
País:Ecuador
Recursos:Universidad Nacional de Chimborazo
Repositorio:Repositorio Universidad Nacional de Chimborazo
Idioma:español
OAI Identifier:oai:localhost:51000/8074
Acesso em linha:http://dspace.unach.edu.ec/handle/51000/8074
Access Level:acceso abierto
Palavra-chave:Gamificación
virtual
neurotecnología educativa
proceso enseñanza aprendizaje
Descrição
Resumo:ABSTRACT The project entitled “Gamification in the Development of Cognitive Skills in the Children of the First Year of General Basic Education of the “Dolores Veintimilla de Galindo” Initial Education Center in the school year 2019 – 2020”, had as a central objective to determine the impact of Gamification based on virtual tools in the development of cognitive skills within the context of the study. A comparative study based on technical parameters to several digital tools used in gamification was developed; concluding that the JClic library of activities and the ClassDojo virtual platform are the most suitable for its application in the specific school environment of the study. A learning environment was configured with the use of these tools for the hypothesis testing process. From the surveys carried out with parents, the general result was the acceptance of the ClassDojo platform in its functional scope and the existence of technological conditions to implement virtual gamification processes. To test the hypothesis, the Mann-Whitney U non-parametric statistical test was applied to compare the average of the independent samples; it was statistically verified that gamification based on virtual tools had an impact on the development of application and retrieval cognitive skills, but there was not enough evidence to conclude that it had an impact on the comprehension ability. Finally, four gamification strategies based on educational neurotechnology were proposed, described according to the technological resources needed for their development, the activities to be carried out, the cognitive skills to be developed, and the neurotransmitters promoted during learning. Keywords: gamification, virtual, educational neurotechnology, cognitive skills, teaching-learning process. Reviewed by: Mgs. Geovanny Armas Pesántez ENGLISH PROFESSOR C.C. 0602773301