Apropiación del proceso de resolución de problemas matemáticos en un entorno virtual de aprendizaje
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Due to low academic performance that the students from “Institución Educativa Francisco José de Caldas” shows on mathematics, especially on solving problems skills, demonstrated by the activities and the results from “Pruebas Saber” that were develop from 2014 to 2017, comes this insight essay, that have as main objective evaluate the incidence that this gamified of activities make in the problems resolution process made by sixth grade students from the school as they participate in a virtual learning environment; For this was used a methodologic qualitative approach and a descriptive study type, were 33 students, which ages were around 11 to 13 years, participated. The tools used to pick all the information were: a Pretest, database from gamified activities and a Postest, which allowed to conclude that after the students took contact with the virtual environment and made some learning activities, the grades improve at the Postest in comparison with the Pretest, although the grades weren’t the best; also, not too many students suited the process knowing the Pólya steps, this ones were presented at the test as orientation questions in the activities. At the end, the EVA arouse interest on the students because of the activities and the knowledge of the digital tools use in them.