dc.contributor.advisor | Zuñiga Andaluz, Victoria | |
dc.contributor.author | Trujillo Moreno, Mayerly Suley | |
dc.date.accessioned | 2023-12-07T16:27:27Z | |
dc.date.available | 2023-12-07T16:27:27Z | |
dc.date.issued | 2023 | |
dc.identifier.uri | http://dspace.utb.edu.ec/handle/49000/15493 | |
dc.description | Gamification is the use of game elements and mechanics in non-gaming contexts, such as education. Its goal is to encourage participation, motivation and learning by including elements such as points, levels, rewards and competitions. The problem raised is the low participation and lack of interest of children aged 4 to 5 years in the Francisco Huerta Rendón Educational Unit, which can have a negative impact on their cognitive development and learning process. That is why the objective of this research is to determine gamification in the cognitive development of children aged 4 to 5 years from the Francisco Huerta Rendón Educational Unit. It is proposed to implement gamification strategies in teaching activities and methodologies to motivate children aged 4 to 5 years and increase their participation in the classroom. A non-experimental investigation was carried out on a population made up of 155 people, taking 5 teachers and 30 parents as a research sample. The results of this research support the adoption of gamified approaches in the educational environment, which contributes to improving the quality of education in general. In conclusion, it was determined that the implementation of gamification in the educational environment leads to a significant increase in the participation and interest of children aged 4 to 5 years in the Francisco Huerta Rendón Educational Unit, which is key to effective cognitive development. | es_ES |
dc.description | Gamification is the use of game elements and mechanics in non-gaming contexts, such as education. Its goal is to encourage participation, motivation and learning by including elements such as points, levels, rewards and competitions. The problem raised is the low participation and lack of interest of children aged 4 to 5 years in the Francisco Huerta Rendón Educational Unit, which can have a negative impact on their cognitive development and learning process. That is why the objective of this research is to determine gamification in the cognitive development of children aged 4 to 5 years from the Francisco Huerta Rendón Educational Unit. It is proposed to implement gamification strategies in teaching activities and methodologies to motivate children aged 4 to 5 years and increase their participation in the classroom. A non-experimental investigation was carried out on a population made up of 155 people, taking 5 teachers and 30 parents as a research sample. The results of this research support the adoption of gamified approaches in the educational environment, which contributes to improving the quality of education in general. In conclusion, it was determined that the implementation of gamification in the educational environment leads to a significant increase in the participation and interest of children aged 4 to 5 years in the Francisco Huerta Rendón Educational Unit, which is key to effective cognitive development. | es_ES |
dc.description.abstract | La gamificación es el uso de elementos y mecánicas propias de los juegos en contextos no lúdicos, como la educación. Su objetivo es fomentar la participación, la motivación y el aprendizaje mediante la inclusión de elementos como puntos, niveles, recompensas y competiciones. El problema planteado es la baja participación y falta de interés de los niños de 4 a 5 años en la Unidad Educativa Francisco Huerta Rendón, lo cual puede tener un impacto negativo en su desarrollo cognitivo y en su proceso de aprendizaje. Es por ello que el objetivo de esta investigación es determinar la gamificación en el desarrollo cognitivo de los niños de 4 a 5 años de la Unidad Educativa Francisco Huerta Rendón. Se plantea implementar estrategias de gamificación en las actividades y metodologías de enseñanza para motivar a los niños de 4 a 5 años y aumentar su participación en el aula. Se realizó una investigación no experimental a una población conformada por 155 personas tomando como muestra de investigación 5 docentes y 30 padres de familia. Los resultados de esta investigación respaldan la adopción de enfoques gamificados en el entorno educativo lo cual contribuye a mejorar la calidad de la educación en general. Como conclusión se determinó que la implementación de la gamificación en el ambiente educativo propicia un aumento significativo en la participación y el interés de los niños de 4 a 5 años en la Unidad Educativa Francisco Huerta Rendón lo cual es clave para un efectivo desarrollo cognitivo. | es_ES |
dc.format.extent | 49 p. | es_ES |
dc.language.iso | es | es_ES |
dc.publisher | BABAHOYO: UTB, 2023 | es_ES |
dc.rights | Atribución-NoComercial-SinDerivadas 3.0 Ecuador | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/ec/ | * |
dc.subject | Gamificación | es_ES |
dc.subject | Desarrollo cognitivo | es_ES |
dc.subject | Ambiente educativo | es_ES |
dc.subject | Estrategias | es_ES |
dc.title | Gamificación en el desarrollo cognitivo de los niños de 4 a 5 años de la Unidad Educativa Francisco Huerta Rendón | es_ES |
dc.type | bachelorThesis | es_ES |