Despite the best efforts of educators, traditional teaching methods often fail to capture the interest and foster the development of logical thinking in students. This article arises from the need to improve mathematical pedagogy in the current educational environment, highlighting how the efficient use of digital resources and the implementation of gamification as a didactic strategy can become essential pillars to stimulate learning, especially with regard to mathematical problem solving. The main objective of this study is to evaluate the impact of gamification on the development of logical thinking in third year students of General Basic Education. A mixed research approach, combining quantitative and qualitative methods, is used to ana...
Education in Ecuador is complemented according to the regulations established by the Ministry of Edu...
Mathematics is considered an exact science in the competencies of the Basic General Education curric...
The study proposes to investigate gamified tools that can be used by teachers in their classes and t...
Despite the best efforts of educators, traditional teaching methods often fail to capture the intere...
The application of playful methods in the teaching-learning process, in the subject of mathematics, ...
Introduction: This article is a bibliographic review of the different research works that are relate...
The development of mathematical logical thinking is a process that begins at an early age, the same ...
The objective was to analyze the methodological teaching - learning applied by teachers in the subje...
In the didactics of mathematics, various studies have been carried out to improve the teaching of th...
Resilience allows the development of a growth mindset in which challenges become learning opportunit...
Gamification is considered as a didactic and motivational strategy that serves to obtain appropriate...
En la actualidad las tecnologías han ganado terreno en el ámbito social, familiar, profesional, y pe...
Introduction: The motivation of gamification aims to implement gamification around Natural Sciences ...
The teaching-learning process requires more up-to-date approaches every day, to the point of guarant...
This research was carried out at the Sebastián Muñoz Educational Unit (UESM), where there were probl...
Education in Ecuador is complemented according to the regulations established by the Ministry of Edu...
Mathematics is considered an exact science in the competencies of the Basic General Education curric...
The study proposes to investigate gamified tools that can be used by teachers in their classes and t...
Despite the best efforts of educators, traditional teaching methods often fail to capture the intere...
The application of playful methods in the teaching-learning process, in the subject of mathematics, ...
Introduction: This article is a bibliographic review of the different research works that are relate...
The development of mathematical logical thinking is a process that begins at an early age, the same ...
The objective was to analyze the methodological teaching - learning applied by teachers in the subje...
In the didactics of mathematics, various studies have been carried out to improve the teaching of th...
Resilience allows the development of a growth mindset in which challenges become learning opportunit...
Gamification is considered as a didactic and motivational strategy that serves to obtain appropriate...
En la actualidad las tecnologías han ganado terreno en el ámbito social, familiar, profesional, y pe...
Introduction: The motivation of gamification aims to implement gamification around Natural Sciences ...
The teaching-learning process requires more up-to-date approaches every day, to the point of guarant...
This research was carried out at the Sebastián Muñoz Educational Unit (UESM), where there were probl...
Education in Ecuador is complemented according to the regulations established by the Ministry of Edu...
Mathematics is considered an exact science in the competencies of the Basic General Education curric...
The study proposes to investigate gamified tools that can be used by teachers in their classes and t...