Interactive teaching learning strategies for logical mathematical thinking
Keywords:
gamification, interactive learning, logical-mathematical thinkingAbstract
The general objective of this study was to analyze the impact of gamification-based teaching strategies, using the Kahoot software, on the development of logical-mathematical thinking in elementary school students. The central problem identified was the lack of logical-mathematical skills in students, caused by limited motivation towards mathematics, the predominant use of passive methodologies and the poor integration of innovative technologies in the classroom. The research adopted a quasi-experimental design with a population of 79 students divided into two groups: an experimental group (39 students) that used Kahoot and a control group (40 students) that maintained traditional methods. In addition, a validated survey (α=0.867) with Likert scales was applied to measure students' perceptions of Kahoot. The results of the quasi-experiment showed a significant difference in grades between groups (t=7.92, p<0.001), with the Kahoot group obtaining on average 2.07 points more. On the other hand, the survey revealed a moderate-strong positive correlation (r=0.611) between positive perception towards Kahoot and logical-mathematical development. It is concluded that Kahoot is an effective tool to improve academic performance and foster critical skills in mathematics, transforming traditional learning into an interactive and motivating experience.
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