POTENTIALIZATION OF MATHEMATICAL SKILLS THROUGH GAMIFICATION DEVELOPED IN A MODULAR PLATFORM
Growing our capacity to accomplish a specific task correctly or solve a problem it's essential for our personal development due we can build ourselves as individuals, be able to self-support and allows us to be a part of the mechanism that make society works more efficiently.
In the Mexican National Education System the standardized measures like the National Assessment of Academic Achievement in Schools (ENLACE), Quality Exams and Educational Achievement (EXCALE) and PISA (Program for International Student Assessment) have shown that the learning deficit of Mexican students in basic skills such as mathematics and reading comprehension are not adequate for a society with sustainable growth. In particular, the results of the ENLACE test in the math subject in the State of Campeche, Mexico reflect insufficient achievements regarding the acquisition of knowledge and mathematical skills in primary and secondary students. For example, in the ENLACE-2012 45.8% of primary students and 76.4% of secondary students are located in Insufficient and elementary level. In view of this, the need arises to create support strategies for the teaching-learning process at the state level in areas of mathematics and reading comprehension.
The Mathematical Center Campeche (CMC) is concerned about this situation, so that we intend to support students to develop their mathematical skills focusing on the basic cognitive processes for better learning. Among the mathematical skills it is important for students to have a focused attention in order to discern the information and to refrain from paying attention to what is irrelevant (selective attention) and also focusing on the development of the capacity to remember and use relevant information while they are doing an activity for elaboration of information (working memory). In the present paper we describe the development and implementation of Educational material for the improvement of mathematical skills.
This research project was carried out in two phases, the first through the use of slideshows which were developed in various presentation programs (Microsoft Power Point, LibreOffice, etc.). Despite the good results obtained with its use, we could note that it is not so playful for students and we do not have an efficient data recording system, so in the second phase of this research, we worked in the creation of a platform of video-games.
The use of gamification and software design techniques like modular programming are the base for the second phase of the project. These features offers us a wide range of tools to deal our problems. As a result, we have a good anti-boredom tool that use a reward system based on scores and unlockables levels providing a support for keep them focused on the activities. The software platform allow us to maintain the learning of the theme in question with a simple user interface. In addition, this system will allow us to have an automated data recorded that is the base for an Intelligent Tutoring System and the basic infrastructure for new modules (new mathematical skills apps).
It should be noted that favorable changes have been observed in children who practice their math skills more consistently compared to children who do not have access to these exercises for any cause, for example: greater attention during activities, greater effort to finish the activity although the activity is difficult for them and greater precision in the detailed description of objects and images.