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dc.contributor.advisorArana Cadena, Ricardo Melecio
dc.contributor.authorAcosta Rojas, Susana Jamileth
dc.date.accessioned2023-06-02T16:36:15Z
dc.date.available2023-06-02T16:36:15Z
dc.date.issued2023
dc.identifier.urihttp://dspace.utb.edu.ec/handle/49000/14206
dc.descriptionRecreational activities are strategic tools that are intended to motivate children to learn, this research work was developed with the participation of fifth-year students of parallel basic general education "B" of the educational unit Juan E. Verdesoto, through the use of the analytical, deductive-inductive method and with the bibliographical research that served as the basis for the theoretical support of the variables, with which their incidence in learning was studied. By involving recreational activities in the classroom, it is intended to improve the teaching process in order for students to achieve good academic performance, achieving that through its application the objectives set in education are achieved. It is extremely important to put the games into practice in order to facilitate the understanding of the contents presented in the educational texts of each of the basic areas constituted in the curriculum, which help students develop their skills, abilities, competencies, stimulating creativity, motivation and participation in the classroom to encourage the construction of knowledge. Reaching achievements in learning depends on the planning of activities carried out by the teacher, becoming tools that allow problem solving such as the construction of concepts through experiences and interaction with others, to capture the interest of the topics is It is necessary that the games are established according to the educational contents.es_ES
dc.descriptionRecreational activities are strategic tools that are intended to motivate children to learn, this research work was developed with the participation of fifth-year students of parallel basic general education "B" of the educational unit Juan E. Verdesoto, through the use of the analytical, deductive-inductive method and with the bibliographical research that served as the basis for the theoretical support of the variables, with which their incidence in learning was studied. By involving recreational activities in the classroom, it is intended to improve the teaching process in order for students to achieve good academic performance, achieving that through its application the objectives set in education are achieved. It is extremely important to put the games into practice in order to facilitate the understanding of the contents presented in the educational texts of each of the basic areas constituted in the curriculum, which help students develop their skills, abilities, competencies, stimulating creativity, motivation and participation in the classroom to encourage the construction of knowledge. Reaching achievements in learning depends on the planning of activities carried out by the teacher, becoming tools that allow problem solving such as the construction of concepts through experiences and interaction with others, to capture the interest of the topics is It is necessary that the games are established according to the educational contents.es_ES
dc.description.abstractLas actividades lúdicas son herramientas estratégicas que tienen el fin de motivar a los niños y niñas a su aprendizaje, el presente trabajo de investigación se elaboró con la participación de los estudiantes de quinto año de Educación general básica paralelo “B” de la unidad educativa Juan E. Verdesoto, mediante el uso del método analítico, deductivo-inductivo y con la investigación bibliográfica que sirvió como base para el sustento teórico de las variables, con el cual se estudió su incidencia en el aprendizaje. Al involucrar las actividades lúdicas en el aula de clases se pretende mejorar el proceso de enseñanza con el fin de que los educandos alcancen un buen rendimiento académico, logrando que mediante su aplicación se alcancen los objetivos planteados en la educación. Es de suma importancia poner en práctica los juegos con la finalidad de facilitar la comprensión de los contenidos presentados en los textos educativos de cada una de las áreas básicas constituidos en el currículo, que ayuden a los estudiantes a desarrollar sus habilidades, capacidades, competencias, estimulando la creatividad, motivación y participación en el aula de clases para fomentar la construcción de conocimientos. Alcanzar logros en el aprendizaje depende de la planificación de actividades que realice el docente, convirtiéndose en herramientas que permitan la resolución de problemas tal como la construcción de conceptos por medio de las experiencias y la interacción con otros, para captar el interés de los temas es necesario que los juegos se establezcan de acuerdo a los contenidos educativos.es_ES
dc.format.extent79 p.es_ES
dc.language.isoeses_ES
dc.publisherBABAHOYO: UTB, 2023es_ES
dc.rightsAtribución-NoComercial-SinDerivadas 3.0 Ecuador*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/ec/*
dc.subjectActividades lúdicases_ES
dc.subjectAprendizajees_ES
dc.subjectMotivaciónes_ES
dc.subjectParticipaciónes_ES
dc.titleActividades lúdicas y su incidencia en el aprendizaje en estudiantes del quinto año de EGB de la UE “Juan E. Verdesoto”, Babahoyo. 2022es_ES
dc.typebachelorThesises_ES


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Atribución-NoComercial-SinDerivadas 3.0 Ecuador
Except where otherwise noted, this item's license is described as Atribución-NoComercial-SinDerivadas 3.0 Ecuador