El impacto de la gamificación en la motivación de los estudiantes de educación básica en la asignatura de Matemática.

Autores/as

DOI:

https://doi.org/10.70577/asce.v5i1.700

Palabras clave:

Gamificación, Motivación Académica, Educación Matemática, Educación Básica, Estrategias Didácticas, Aprendizaje Basado En Juegos

Resumen

Objetivo: Analizar el impacto de la gamificación en la motivación hacia la asignatura de matemáticas en estudiantes de quinto año de Educación General Básica de la Unidad Educativa Fiscal Bicentenario D07 de Quito, Ecuador. Método: Se empleó un diseño cuasi-experimental con mediciones pretest-postest en un solo grupo. Participaron 32 estudiantes (edad promedio: 9.8 años; 53% niñas). Se aplicó un cuestionario de motivación académica tipo escala Likert validado mediante juicio de expertos (α de Cronbach = .87). La intervención consistió en la implementación de actividades gamificadas (puntos, insignias, niveles, misiones y retroalimentación inmediata) durante ocho semanas. Los datos se analizaron mediante estadística descriptiva y prueba t de Student para muestras relacionadas. Resultados: Se encontró un incremento estadísticamente significativo en la motivación general (t(31) = 5.42, p < .001, d de Cohen = 0.96), así como en las dimensiones de motivación intrínseca (p < .001) y extrínseca (p = .003). El tamaño del efecto fue grande según los criterios convencionales. Conclusiones: La gamificación constituye una estrategia pedagógica efectiva para mejorar la motivación de los estudiantes de Educación Básica hacia las matemáticas, favoreciendo tanto la motivación intrínseca como extrínseca. Se recomienda su integración sistemática en la práctica docente.

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Citas

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Publicado

2026-02-24

Cómo citar

Criollo Suntasig, N. L., & Bósquez Bárcenes, V. A. (2026). El impacto de la gamificación en la motivación de los estudiantes de educación básica en la asignatura de Matemática. ASCE MAGAZINE, 5(1), 2275–2296. https://doi.org/10.70577/asce.v5i1.700

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