Abstract

AbstractIn education, there are many factors that affect a student’s academic performance, one of them is poverty in rural areas. Illiteracy and school dropout are a consequence of poverty, this problem increases due to the fact that young people and children of school age see the need to work, in order to contribute economically to their homes. Another factor is the outdated curriculum and the lack of use of technological tools by teachers in the teaching-learning process, class hours become monotonous and boring, where the student limits himself to listen to his teacher becoming the teacher in the main axis of learning, the student does not get involved in his school training process, does not have attractive learning spaces, does not have a true motivation to want to learn, and improve his quality of life. This study proposes the design of a scratch prototype, based on gamification methodology for Mathematics teaching-learning process in “Marco Aurelio Subía” basic level students’ school, in “Tanicuchí” parish, Cotopaxi province. With the implementation of this research, it is expected to awaken the interest of students in learning Mathematics from basic levels of education and strengthen their knowledge for future years of schooling.KeywordsGamificationUse of technologyInteresting activitiesEducation improvement

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