Popis: |
espanolEl objetivo del presente estudio fue determinar la influencia del software “Kahoot!” como estrategia de gamificacion en el desarrollo del pensamiento logico matematico en estudiantes de educacion superior. El metodo fue hipotetico deductivo, enfoque cuantitativo, tipo aplicada, diseno experimental, cuasi experimental. La muestra fueron dos grupos de 30 estudiantes (control y experimental) y se aplico una pre-post ficha de evaluacion con una confiabilidad aceptable de 0,78 segun tabla de KR-20. Los resultados descriptivos demostraron que el grupo experimental se ubico en el nivel Logro con un 63,3% a diferencia del grupo control que obtuvo un 36,7% en nivel proceso. Debido a que los datos no presentaron una distribucion normal se utilizo el test U de Mann-Whitney para comparar grupos; prueba que determino que en el post test, el grupo experimental demostro mejores niveles de logro. Se concluyo que el software “Kahoot!” como estrategia de gamificacion influye significativamente en el desarrollo del pensamiento logico matematico segun la U-Mann Whitney y con un p = 0,015 EnglishThe objective of the present study was to determine the influence of the “Kahoot!” software as a gamification strategy in the development of mathematical logical thinking in higher education students. The method was hypothetical deductive, quantitative approach, applied type, experimental design, quasi-experimental. The sample consisted of two groups of 30 students (control and experimental) and a pre-post evaluation form was applied with an acceptable reliability of 0.78 according to the KR-20 table. The descriptive results showed that the experimental group was located at the Achievement level with 63.3%, unlike the control group, which obtained 36.7% at the process level. Since the data did not present a normal distribution, the Mann-Whitney U test was used to compare groups; test that determined that in the post test, the experimental group demonstrated better levels of achievement. It was concluded that “Kahoot!” software as a gamification strategy significantly influences the development of mathematical logical thinking according to the U-Mann Whitney and with a p = 0,015 |