Gamification as an innovative teaching method in the number block and algebra for students with dyscalculia in Grade 8
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Abstract
The main objective of this article is to present an innovative systematic review in the Numbers and Algebra block for Eighth grade students, who present a low capacity for numerical processing and calculation, known as dyscalculia, based on the gamification methodology, thus promoting meaningful learning through this process. For this, a theoretical framework has been developed that examines the current legislation in this regard. After analyzing the characteristics of the methodology and its use, a didactic proposal consisting of ten sessions is designed in which various activities are proposed, with which it is intended to take advantage of the advantages and face the difficulties of learning, in order to to connect theoretical models with the reality of the student. It is possible to gamify the classes making use of information technologies applied to mathematics, which offer a variety of resources to be used in the classroom. Ultimately, this research aims to foster interest and motivation in students with special educational needs, creating environments that provide constant feedback and allow them to be a participant and responsible in their educational process in a fun and cooperative way
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