Efecto de un programa lúdico en la competencia de problemas de gestión de datos e incertidumbre
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Fecha
2024
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Universidad Femenina del Sagrado Corazón
Resumen
Este estudio tiene como propósito “verificar el efecto del programa “lúdico” en la competencia de gestión de datos e incertidumbre”. Fue realizado en una escuela de Educación Primaria, entre los alumnos del sexto grado.
La investigación corresponde al nivel Explicativo de tipo sustantiva y de diseño cuasi experimental. Constituyen la muestra, 32 alumnos en el grupo de experimentación y 32 en el grupo de control.
El instrumento de evaluación denominado “Estadiproble” evalúa la competencia “resuelve problemas de gestión de datos e incertidumbre”, junto con sus dimensiones. Se aplicó a ambos grupos pretest y post-test. El programa “lúdico” se administró al grupo experimental con el objetivo de corroborar la hipótesis general y cuatro hipótesis específicas.
Finalmente, se concluyó que el grupo experimental mejoró sus logros de aprendizaje y alcanzó un resultado significativo en la competencia “resuelve problemas de gestión de datos e incertidumbre” del área de la matemática.
The purpose of this study is to “verify the effect of the “playful” program on data and uncertainty management competence.” It was carried out in a Primary School, among sixth grade students. The research corresponds to the Explanatory level of substantive type and quasi-experimental design. The sample constitutes 32 students in the experimental group and 32 in the control group. The evaluation instrument called “Estadiproble” evaluates the competence “resolves data management and uncertainty problems,” along with its dimensions. It was applied to both pre-test and post-test groups. The “playful” program was administered to the experimental group with the objective of corroborating the general hypothesis and four specific hypotheses. Finally, it was concluded that the experimental group improved their learning achievements and achieved a significant result in the competition "resolve data management and uncertainty problems" in the area of mathematics.
The purpose of this study is to “verify the effect of the “playful” program on data and uncertainty management competence.” It was carried out in a Primary School, among sixth grade students. The research corresponds to the Explanatory level of substantive type and quasi-experimental design. The sample constitutes 32 students in the experimental group and 32 in the control group. The evaluation instrument called “Estadiproble” evaluates the competence “resolves data management and uncertainty problems,” along with its dimensions. It was applied to both pre-test and post-test groups. The “playful” program was administered to the experimental group with the objective of corroborating the general hypothesis and four specific hypotheses. Finally, it was concluded that the experimental group improved their learning achievements and achieved a significant result in the competition "resolve data management and uncertainty problems" in the area of mathematics.
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Educación--Tesis, Resolución de problemas, Juego educativo, Estadística