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International Journal of Trend in Scientific Research and Development (IJTSRD)
Volume 5 Issue 1, November-December 2020 Available Online: www.ijtsrd.com e-ISSN: 2456 – 6470
@ IJTSRD | Unique Paper ID – IJTSRD35832 | Volume – 5 | Issue – 1 | November-December 2020 Page 86
Games as a Didactic Resource for the Teaching and
Learning of Mathematics: Study of an Innovative Experience
Rabbimov Muzraf
Associate Professor, Jizzakh State Pedagogical Institute, Jizzakh, Uzbekistan
ABSTRACT
In this article describes that Learning mathematics can be a motivating
experience if we base it on constructive and playful activities. The use of
games in mathematics education is a strategy that allows students to acquire
skills in a fun and attractive way.
KEYWORDS: games, recreational activities, didactics
How to cite this paper: Rabbimov Muzraf
"Games as a Didactic Resource for the
Teaching and Learning of Mathematics:
Study of an Innovative Experience"
Published in
International Journal
of Trend in Scientific
Research and
Development
(ijtsrd), ISSN: 2456-
6470, Volume-5 |
Issue-1, December
2020, pp.86-89, URL:
www.ijtsrd.com/papers/ijtsrd35832.pdf
Copyright © 2020 by author(s) and
International Journal ofTrendinScientific
Research and Development Journal. This
is an Open Access article distributed
under the terms of
the Creative
CommonsAttribution
License (CC BY 4.0)
(http://creativecommons.org/licenses/by/4.0)
INTRODUCTION
Gaming can be considered as a universal activity that has
been developing over time. Mathematical activityhasalways
had a playful component that has given rise to a good part of
the creations that have arisen in it. Pythagoreans and
conducted various studies on the numbers, using forthisthe
settings that were the stones. In the Middle Ages, Fibonacci
practiced numerical mathematics, using techniques derived
from the Arabs, using the game as a tool.
In the seventeenth century, Leibniz should be highlighted as
a promoter of this intellectual playful activity, later other
figures such as Euler appeared, who through the problem of
the seven Königsberg bridges initiated the theory of graphs,
or Johann Bernoulli, who in 1696 posed to the best
mathematicians of his time the problem of the
brachistochron, which Newton claimed to have solved in a
few hours.
Gauss, a great fan of playing cards, recorded the moves to
later carry out a statistical study, while Hamilton analyzed
the problem of traversing the set of vertices of a regular
dodecahedron without repeating any (Hamiltonian path).
Other illustrious scientists such as Hilbert, Neuman or
Einstein have also shown their interest in mathematical
games.
Starting from the genetic method, we could affirm that if
mathematicians of all times have enjoyed contemplating
their game and science so much, why not try to learn
mathematics through games?
Through play, situations of maximum educational and
cognitive value can be created that allow experimentation,
research, problem solving, discovery and reflection. The
emotional implications, the playful nature, the emotional
unblocking, the disinhibition, are sources of motivation that
provide a different way from the traditional approach to
learning.
The case that is presented tries to address the contents and
competences of a didactic unit of the Mathematics
curriculum for Compulsory Secondary Education (ESO) in
Uzbekistan, developing them through activities and games
that motivate and are a source of entertainment for the
students.
The work has the following structure: first, the reasons why
this project contributes to achieving a more meaningful
learning, as well as an increase in students' interest in
mathematics, are exposed; The objectivestobeachieved, the
resources and materials necessary to carryouttheactivities,
the sequencing and description of the sessions in which the
unit is developed, and the evaluation criteria, procedures
and instruments are presented below; finally, a reflection is
made on the results of the innovation experience and its
possibilities of generalization as a didactic tool areanalyzed.
Theoretical framework
We understand by game all that activity whose purpose is to
achieve fun and entertainment for those who develop it.
IJTSRD35832
International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470
@ IJTSRD | Unique Paper ID – IJTSRD35832 | Volume – 5 | Issue – 1 | November-December 2020 Page 87
According to Piaget (1985), "the games help build a broad
network of devices that allow thechildthetotalassimilationof
reality, incorporating it to revive it, master it, understand
it and compensate for it."
The game involves a series of processes that contribute to
the integral, emotional andsocial developmentofpeople,not
only of children, but also of youngpeopleandadults.Jiménez
(2003) maintains that games are enjoyable activities that
undoubtedly require physical and mental effort, however,
students do them with pleasure; he does not perceive the
effort and he does the distraction. In many cases, play is a
means to test an individual's knowledge, naturally favoring
the acquisition of a set of skills, abilities and capacities of
great relevance for both personal and social development
(Rojas, 2009).
The main reasons for using games as a teaching resource in
the classroom are the following:
They are attractive activities that are easily accepted by
students who find them novel, recognize them as
elements of their reality and develop their competitive
spirit. In addition, play stimulates the social
development of students, favoring relationships with
other people, expression, empathy, cooperation and
teamwork, the acceptance and follow-up of rules, the
discussion of ideas, and the recognition of the successes
of others and understanding of their own failures.
In the mathematical field, the parallelism between the
phases of strategy games and problem solving promote
the discovery of heuristic processes in students. Games
develop cognitive abilities at the three levels of
representation: enactive, iconic and symbolic. They
require effort, rigor, attention and memory, and
stimulate the imagination.
They stand out for their usefulness in treating
diversity. In the mathematics classroom, Contreras
(2004) points out the usefulness of games "as a
motivating resource for students with greater difficulties,
and also as a source of possible research for outstanding
students."
Mathematics is a discipline rejected by many students, due
to its apparent complexity and boredom, its abstract and
demotivating nature. Discovering that mathematics is a
fascinating science is difficult work, since it is necessary to
put an end to those myths that characterize it.
Often this subject is taught with mainly or exclusively
deductive methods, exposing the contents of the curriculum
through a master lesson, and leaving it up to the students to
carry out school tasks that can become repetitive,
mechanical and tedious.
Deductive teaching in mathematics is focused on what
Bloom (1980) calls low-level mental process, that is, it is
based on rote and repetition procedures, which donotallow
for problem solving, through analysis, interpretation or the
representation in mathematical language of an idea, that is,
to high-level mental processes.
With this solid theoretical foundation, we will present the
design of a didactic unit entirely based on games and the
possible extension of this methodology to other items of the
curriculum.
Learning objectives
The project has tried to develop in the students a series of
capacities:
Acquire an adequate level of self-esteem, which allows
you to enjoy the creative, aesthetic and utilitarian
aspects of mathematics.
Value mathematics as an integral part of our culture,
both from a historical point of view and from the
perspective of its role in today's society.
Improve the capacity for reflective and intuitive
thinking, for the development of strategies for solving
problems.
Use in an appropriate way the different means and
teaching resources as an aid in learning mathematics.
Analysis of objectives
To check the degree of acquisition of the previous objectives, a series of indicators and measures have been proposed (Table
Table 1 Indicators and measures of the general and specific objectives
Overall objective Impact indicators Measurements
Improve the attitude and
interest of the students in the
process of learning and
teaching of the mathematics
The students:
to. improves performance in the
field of mathematics
b. faces the subject with
motivation andinterest
Teachers gain greater satisfaction
in their work
Student grades
Results obtained in a questionnaire on
student satisfaction
Teacher evaluation of the experience,
materials and activities and the attitude
of the students, through a questionnaire
Specific objectives Impact indicators Measurements
Acquire an adequate level of
self-esteem.
Improve the capacity for
reflective and intuitive thinking,
to develop strategies for problem
solving
Use the different teaching media
and resources appropriately as
an aid in learning mathematics
swim recognizes the usefulness of
mathematics for daily life acquires
transversal skills thatenrich
yourlearning.
internalizes the concepts from an
applied approach is more efficient
when solving math problems
Teachers improve their
coordination by jointly developing
materials and activities for the class.
Notes made by the teacher based on
the observation in the classroom
Results obtained in the various
assessment tests carried out by the
students, which include: contents of the
matter, resolution of problems and
transversal competences. The results will
be analyzed both jointly and separately for
each of the blocks.
Minutes of the meetings, where the
teachers value all aspects of innovation
International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470
@ IJTSRD | Unique Paper ID – IJTSRD35832 | Volume – 5 | Issue – 1 | November-December 2020 Page 88
Development of innovation
In this section, the methodology used for the development of innovation and teaching resources is described. It also includes
the sequencing of the games and the description, in more detail, of some of them.
Methodology
The innovation project is designed so that in each of the sessions that comprisea didacticunit,oneofthefollowingformats
is developed:
The session is divided into two phases. First the teacher explains a concept or procedure relating to the unit teaching that
will be working.
The game is integrated or taken as a starting point to explain the relevant notions or algorithms. In this way, students are
active subjects in their learning, and use their intuition and knowledge to solve problems.
The teacher must manage and direct the situation at all times. It is important to clearlyestablishthedynamicsofthegame,
guiding the development of the activity and marking the rules or rules of the game that students must respect at all times.
Students must live the game as such, reacting efficiently to the different conditionsthatarise. Thefeelingof wantingtowin
the game allows you to be active in your learning, and develop cognitive processes using intuition in an increasingly agile
way.
Playful activities must combine both individual and collective games. In this way, students learn to be autonomous andto
solve situations by themselves, in addition to prospering in their social competence. Education in values is an important
pillar in game dynamics. Cooperation, maturity, tolerance, solidarity, respect, participation, justice, equality, discipline,
etc. they must be present at all times.
Resources, means and teaching materials
Each game is accompanied by a series of activities or worksheets that the students will carry out or attach to their
notebook. The notebook is very important for the development of innovation. On the one hand, the teacher will use it as an
instrument for evaluating the student's activity, and on the other hand, the studenthasthenotebook asa fundamental element
to review the classes.
The use of calculator will be necessary in some occasions. It is essential thatteachersreportwhenitsuseisallowed andwhenit
is not. In addition, it will sometimes be necessary to use computer equipment and programs such as GeoGebra (Geogebra,
2013).
If necessary, students could have a textbook as additional material inordertocarryoutreinforcementactivities. Theparticular
needs of each student, as well as the assessment that the teacher makes of the situation, will specifically answer this question.
Student assessment
To carry out the evaluation of the students, the following aspects have been taken into account:
Assessment exam of the didactic unit that the students took at the end of the unit sessions (60% of the grade).
The attitude of the students throughout the sessions (10%). Rewarding interest in the subject, effort, participation in the
classroom, as well as companionship, cooperation, disposition and personal effort.
Activities carried out or information collected in the notebook (20%). Periodically and at the end of the unit, students'
notebooks were monitored.
Score or position achieved in each of the games that were developed in the classroom (10%).
Evaluation of experience
It has been broken down into three stages, for each of which a series of evaluation instruments are proposed (Table 2).
Table 2 Stages and instruments for evaluating the experience
STAGES EVALUATION INSTRUMENT
Previous evaluation
Minutes of the previous meetings with the teaching staff involved, to know their
opinion about the project
Process evaluation
Anecdotal where a daily record is made of both the positive and negative aspects
of the project
Discussion in the classroom in which the teacher and the students participate to
comment on the development of the project and activities
Classroom observation
Evaluation of results
Test scores of the students
Survey carried out on the students at the end of the project, where the most
descriptive aspects of the project must be assessed
Interview the teachers who carry out the project to find out their opinion about it.
Results of the evaluation
Based on the evaluation carried out, the following aspects
should be highlighted.
Prior to its implementation, the teaching staff was
reluctant to the project. The use of games in the
classroom seemed like a good strategy to increase
motivation; however, they feared that the new work
dynamics would lead to a decline in academic
performance. They claimed that these types ofactivities
were going to be a reason for loss of concentration,
International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470
@ IJTSRD | Unique Paper ID – IJTSRD35832 | Volume – 5 | Issue – 1 | November-December 2020 Page 89
accommodation in studies, a decrease in order in the
classroom, etc. Experience and results have shown us
that the use of this strategy has had a positive impact on
student performance.
Throughout the different sessions, through observation
in the classroom, an increase in motivation was
perceived in the students. Most of the students were
involved in the activities, showing themselves to be
participatory. The interest in winning made them get
directly involved in their learning, being quick when
planning strategiestosolvetheproblemsthatarose. The
math classes incorporated a playful aspect without
losing or lowering the learning objectives of the subject.
Once the didactic unit was finished, the students were
asked to respond to a survey, where they had to assess
the experience (from 1 to 10) through a series of items,
comparing the new methodology (Met_N) with the one
followed previously (Goal). The results obtained were
positive (Table 3).
Table 3 Results of the students' assessment
Arithmetic
mean Met_N
Arithmetic
mean Met_A
Interest level
and motivation
8.5 6.2
Degree of
difficulty of the
contents
6.1 7.2
Learning
outcomes
8.1 7.0
Degree of
satisfaction
8.1 5.9
Based on the previous results, an increase in motivationand
interest towards mathematics is observed with the
implementation of the new methodology. Students affirm
that learning mathematics by playing is interesting and fun
for them, some even consider it exciting.
Regarding the difficulty of the learning process, thestudents
recognize that the use of games has made it easier for them
to understand the concepts. Working in small groups has
allowed them to personalize the pace of learning, both for
those students with difficulties and for those who are more
advanced. In general, they are satisfied with what they have
learned.
Comparing the individual grades of each studentobtainedin
the evaluation control of the didactic unit with respect to
their trajectory throughout the course, no significant
differences are observed.
Finally, it should be noted that the experience has been very
enriching and satisfying for everyone. The participation of
the students, their motivation in the classes, their interest in
learning, their concentration and their determination to
solve the problems that allowed them to win the game were
very positive aspects. In particular, feeling thegrowingtaste
for mathematics in the students was an element of full
satisfaction for the teaching work, which counteracts the
work and effort involved in planning a didactic unit
using didactic games.
Conclusions
Based on the results obtained, we can affirm that the use of
games as a didactic resource for the teaching and learning of
mathematics in 1st year of ESO increases themotivation and
interest of students towards the study of this subject, thus
favoring the acquisition of knowledge.
The variety of teaching resources used in the classroom is a
relevant element, since it directly influences the
performance of students. After analyzing the learning
consequences of using recreational activities in the
mathematics classroom, the idea now is to extend this
mechanics to other teaching units.
Finally, we can ask ourselves if this experience can be
generalized to other educational stages. Although the study
has been confined to a 1st year ESO classroom, the results
have been so satisfactory that we believe that the
methodology can be extrapolated. However, the main work
in this case would be the search for games suitable for the
contents of the corresponding course.
REFERENCES
[1] Torres-Carrión, P., Sarmiento-Guerrero, C., Torres-
Diaz, J. C., & Barba-Guamán, L. (2018, January).
Educational math game for stimulation of children
with dyscalculia. In International Conference on
Information Theoretic Security (pp. 614-623).
Springer, Cham.
[2] Ahmetovic, D., Alampi, V., Bernareggi, C., Gerino, A., &
Mascetti, S. (2017, April). Math Melodies: Supporting
Visually Impaired Primary School Students in
Learning Math. In Proceedings of the 14th Web for All
Conference on the Future of Accessible Work (pp. 1-2).
[3] Vankúš, P. (2005). Efficacy of teaching mathematics
with method of didactical games in a–didactic
situation. Quaderni di ricerca in Didattica, 15.
[4] Tokhirova, D., & Khayitov, U. (2017). Games in
practical classes andtheirdidacticimportance. SCOPE
ACADEMIC HOUSE B&M PUBLISHING, 18.
[5] Taylakov, U. N. (2016). Concept of Using Information-
Communication TechnologiesandUseful Information
Resourses at Secondary Schools of
Uzbekistan. Eastern European Scientific Journal, (3).
[6] Bichurina, S. U., Khairova, I. V., Egamberdieva,N.M.,&
Ruzieva, G. A. (2020). Game Training In Mathematics
Of Elementary School Students. TalentDevelopment&
Excellence, 12.
[7] Rustamov, K. THE USE OF DIDACTIC-SOFTWARE
CROSSWORDS IN MATHEMATICS LESSONS.
[8] Musurmanova, A. (2018). Issues of strengthening the
family institutions in Uzbekistan: Theory and
practice. ACADEMICIA: An International
Multidisciplinary Research Journal, 8(10), 4-11.
[9] Khabibovna, E. M. (2020). Methodological and
Mathematical Training of Future Educators of
Preschoolers. International Journal of Progressive
Sciences and Technologies, 22(1), 140-147.
[10] Yo, N. K. (2020). DIAGNOSTICS OF MATHEMATICAL
DEVELOPMENT OF CHILDREN. European Journal of
Research and Reflection in Educational Sciences
Vol, 8(1).

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Games as a Didactic Resource for the Teaching and Learning of Mathematics Study of an Innovative Experience

  • 1. International Journal of Trend in Scientific Research and Development (IJTSRD) Volume 5 Issue 1, November-December 2020 Available Online: www.ijtsrd.com e-ISSN: 2456 – 6470 @ IJTSRD | Unique Paper ID – IJTSRD35832 | Volume – 5 | Issue – 1 | November-December 2020 Page 86 Games as a Didactic Resource for the Teaching and Learning of Mathematics: Study of an Innovative Experience Rabbimov Muzraf Associate Professor, Jizzakh State Pedagogical Institute, Jizzakh, Uzbekistan ABSTRACT In this article describes that Learning mathematics can be a motivating experience if we base it on constructive and playful activities. The use of games in mathematics education is a strategy that allows students to acquire skills in a fun and attractive way. KEYWORDS: games, recreational activities, didactics How to cite this paper: Rabbimov Muzraf "Games as a Didactic Resource for the Teaching and Learning of Mathematics: Study of an Innovative Experience" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456- 6470, Volume-5 | Issue-1, December 2020, pp.86-89, URL: www.ijtsrd.com/papers/ijtsrd35832.pdf Copyright © 2020 by author(s) and International Journal ofTrendinScientific Research and Development Journal. This is an Open Access article distributed under the terms of the Creative CommonsAttribution License (CC BY 4.0) (http://creativecommons.org/licenses/by/4.0) INTRODUCTION Gaming can be considered as a universal activity that has been developing over time. Mathematical activityhasalways had a playful component that has given rise to a good part of the creations that have arisen in it. Pythagoreans and conducted various studies on the numbers, using forthisthe settings that were the stones. In the Middle Ages, Fibonacci practiced numerical mathematics, using techniques derived from the Arabs, using the game as a tool. In the seventeenth century, Leibniz should be highlighted as a promoter of this intellectual playful activity, later other figures such as Euler appeared, who through the problem of the seven Königsberg bridges initiated the theory of graphs, or Johann Bernoulli, who in 1696 posed to the best mathematicians of his time the problem of the brachistochron, which Newton claimed to have solved in a few hours. Gauss, a great fan of playing cards, recorded the moves to later carry out a statistical study, while Hamilton analyzed the problem of traversing the set of vertices of a regular dodecahedron without repeating any (Hamiltonian path). Other illustrious scientists such as Hilbert, Neuman or Einstein have also shown their interest in mathematical games. Starting from the genetic method, we could affirm that if mathematicians of all times have enjoyed contemplating their game and science so much, why not try to learn mathematics through games? Through play, situations of maximum educational and cognitive value can be created that allow experimentation, research, problem solving, discovery and reflection. The emotional implications, the playful nature, the emotional unblocking, the disinhibition, are sources of motivation that provide a different way from the traditional approach to learning. The case that is presented tries to address the contents and competences of a didactic unit of the Mathematics curriculum for Compulsory Secondary Education (ESO) in Uzbekistan, developing them through activities and games that motivate and are a source of entertainment for the students. The work has the following structure: first, the reasons why this project contributes to achieving a more meaningful learning, as well as an increase in students' interest in mathematics, are exposed; The objectivestobeachieved, the resources and materials necessary to carryouttheactivities, the sequencing and description of the sessions in which the unit is developed, and the evaluation criteria, procedures and instruments are presented below; finally, a reflection is made on the results of the innovation experience and its possibilities of generalization as a didactic tool areanalyzed. Theoretical framework We understand by game all that activity whose purpose is to achieve fun and entertainment for those who develop it. IJTSRD35832
  • 2. International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470 @ IJTSRD | Unique Paper ID – IJTSRD35832 | Volume – 5 | Issue – 1 | November-December 2020 Page 87 According to Piaget (1985), "the games help build a broad network of devices that allow thechildthetotalassimilationof reality, incorporating it to revive it, master it, understand it and compensate for it." The game involves a series of processes that contribute to the integral, emotional andsocial developmentofpeople,not only of children, but also of youngpeopleandadults.Jiménez (2003) maintains that games are enjoyable activities that undoubtedly require physical and mental effort, however, students do them with pleasure; he does not perceive the effort and he does the distraction. In many cases, play is a means to test an individual's knowledge, naturally favoring the acquisition of a set of skills, abilities and capacities of great relevance for both personal and social development (Rojas, 2009). The main reasons for using games as a teaching resource in the classroom are the following: They are attractive activities that are easily accepted by students who find them novel, recognize them as elements of their reality and develop their competitive spirit. In addition, play stimulates the social development of students, favoring relationships with other people, expression, empathy, cooperation and teamwork, the acceptance and follow-up of rules, the discussion of ideas, and the recognition of the successes of others and understanding of their own failures. In the mathematical field, the parallelism between the phases of strategy games and problem solving promote the discovery of heuristic processes in students. Games develop cognitive abilities at the three levels of representation: enactive, iconic and symbolic. They require effort, rigor, attention and memory, and stimulate the imagination. They stand out for their usefulness in treating diversity. In the mathematics classroom, Contreras (2004) points out the usefulness of games "as a motivating resource for students with greater difficulties, and also as a source of possible research for outstanding students." Mathematics is a discipline rejected by many students, due to its apparent complexity and boredom, its abstract and demotivating nature. Discovering that mathematics is a fascinating science is difficult work, since it is necessary to put an end to those myths that characterize it. Often this subject is taught with mainly or exclusively deductive methods, exposing the contents of the curriculum through a master lesson, and leaving it up to the students to carry out school tasks that can become repetitive, mechanical and tedious. Deductive teaching in mathematics is focused on what Bloom (1980) calls low-level mental process, that is, it is based on rote and repetition procedures, which donotallow for problem solving, through analysis, interpretation or the representation in mathematical language of an idea, that is, to high-level mental processes. With this solid theoretical foundation, we will present the design of a didactic unit entirely based on games and the possible extension of this methodology to other items of the curriculum. Learning objectives The project has tried to develop in the students a series of capacities: Acquire an adequate level of self-esteem, which allows you to enjoy the creative, aesthetic and utilitarian aspects of mathematics. Value mathematics as an integral part of our culture, both from a historical point of view and from the perspective of its role in today's society. Improve the capacity for reflective and intuitive thinking, for the development of strategies for solving problems. Use in an appropriate way the different means and teaching resources as an aid in learning mathematics. Analysis of objectives To check the degree of acquisition of the previous objectives, a series of indicators and measures have been proposed (Table Table 1 Indicators and measures of the general and specific objectives Overall objective Impact indicators Measurements Improve the attitude and interest of the students in the process of learning and teaching of the mathematics The students: to. improves performance in the field of mathematics b. faces the subject with motivation andinterest Teachers gain greater satisfaction in their work Student grades Results obtained in a questionnaire on student satisfaction Teacher evaluation of the experience, materials and activities and the attitude of the students, through a questionnaire Specific objectives Impact indicators Measurements Acquire an adequate level of self-esteem. Improve the capacity for reflective and intuitive thinking, to develop strategies for problem solving Use the different teaching media and resources appropriately as an aid in learning mathematics swim recognizes the usefulness of mathematics for daily life acquires transversal skills thatenrich yourlearning. internalizes the concepts from an applied approach is more efficient when solving math problems Teachers improve their coordination by jointly developing materials and activities for the class. Notes made by the teacher based on the observation in the classroom Results obtained in the various assessment tests carried out by the students, which include: contents of the matter, resolution of problems and transversal competences. The results will be analyzed both jointly and separately for each of the blocks. Minutes of the meetings, where the teachers value all aspects of innovation
  • 3. International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470 @ IJTSRD | Unique Paper ID – IJTSRD35832 | Volume – 5 | Issue – 1 | November-December 2020 Page 88 Development of innovation In this section, the methodology used for the development of innovation and teaching resources is described. It also includes the sequencing of the games and the description, in more detail, of some of them. Methodology The innovation project is designed so that in each of the sessions that comprisea didacticunit,oneofthefollowingformats is developed: The session is divided into two phases. First the teacher explains a concept or procedure relating to the unit teaching that will be working. The game is integrated or taken as a starting point to explain the relevant notions or algorithms. In this way, students are active subjects in their learning, and use their intuition and knowledge to solve problems. The teacher must manage and direct the situation at all times. It is important to clearlyestablishthedynamicsofthegame, guiding the development of the activity and marking the rules or rules of the game that students must respect at all times. Students must live the game as such, reacting efficiently to the different conditionsthatarise. Thefeelingof wantingtowin the game allows you to be active in your learning, and develop cognitive processes using intuition in an increasingly agile way. Playful activities must combine both individual and collective games. In this way, students learn to be autonomous andto solve situations by themselves, in addition to prospering in their social competence. Education in values is an important pillar in game dynamics. Cooperation, maturity, tolerance, solidarity, respect, participation, justice, equality, discipline, etc. they must be present at all times. Resources, means and teaching materials Each game is accompanied by a series of activities or worksheets that the students will carry out or attach to their notebook. The notebook is very important for the development of innovation. On the one hand, the teacher will use it as an instrument for evaluating the student's activity, and on the other hand, the studenthasthenotebook asa fundamental element to review the classes. The use of calculator will be necessary in some occasions. It is essential thatteachersreportwhenitsuseisallowed andwhenit is not. In addition, it will sometimes be necessary to use computer equipment and programs such as GeoGebra (Geogebra, 2013). If necessary, students could have a textbook as additional material inordertocarryoutreinforcementactivities. Theparticular needs of each student, as well as the assessment that the teacher makes of the situation, will specifically answer this question. Student assessment To carry out the evaluation of the students, the following aspects have been taken into account: Assessment exam of the didactic unit that the students took at the end of the unit sessions (60% of the grade). The attitude of the students throughout the sessions (10%). Rewarding interest in the subject, effort, participation in the classroom, as well as companionship, cooperation, disposition and personal effort. Activities carried out or information collected in the notebook (20%). Periodically and at the end of the unit, students' notebooks were monitored. Score or position achieved in each of the games that were developed in the classroom (10%). Evaluation of experience It has been broken down into three stages, for each of which a series of evaluation instruments are proposed (Table 2). Table 2 Stages and instruments for evaluating the experience STAGES EVALUATION INSTRUMENT Previous evaluation Minutes of the previous meetings with the teaching staff involved, to know their opinion about the project Process evaluation Anecdotal where a daily record is made of both the positive and negative aspects of the project Discussion in the classroom in which the teacher and the students participate to comment on the development of the project and activities Classroom observation Evaluation of results Test scores of the students Survey carried out on the students at the end of the project, where the most descriptive aspects of the project must be assessed Interview the teachers who carry out the project to find out their opinion about it. Results of the evaluation Based on the evaluation carried out, the following aspects should be highlighted. Prior to its implementation, the teaching staff was reluctant to the project. The use of games in the classroom seemed like a good strategy to increase motivation; however, they feared that the new work dynamics would lead to a decline in academic performance. They claimed that these types ofactivities were going to be a reason for loss of concentration,
  • 4. International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470 @ IJTSRD | Unique Paper ID – IJTSRD35832 | Volume – 5 | Issue – 1 | November-December 2020 Page 89 accommodation in studies, a decrease in order in the classroom, etc. Experience and results have shown us that the use of this strategy has had a positive impact on student performance. Throughout the different sessions, through observation in the classroom, an increase in motivation was perceived in the students. Most of the students were involved in the activities, showing themselves to be participatory. The interest in winning made them get directly involved in their learning, being quick when planning strategiestosolvetheproblemsthatarose. The math classes incorporated a playful aspect without losing or lowering the learning objectives of the subject. Once the didactic unit was finished, the students were asked to respond to a survey, where they had to assess the experience (from 1 to 10) through a series of items, comparing the new methodology (Met_N) with the one followed previously (Goal). The results obtained were positive (Table 3). Table 3 Results of the students' assessment Arithmetic mean Met_N Arithmetic mean Met_A Interest level and motivation 8.5 6.2 Degree of difficulty of the contents 6.1 7.2 Learning outcomes 8.1 7.0 Degree of satisfaction 8.1 5.9 Based on the previous results, an increase in motivationand interest towards mathematics is observed with the implementation of the new methodology. Students affirm that learning mathematics by playing is interesting and fun for them, some even consider it exciting. Regarding the difficulty of the learning process, thestudents recognize that the use of games has made it easier for them to understand the concepts. Working in small groups has allowed them to personalize the pace of learning, both for those students with difficulties and for those who are more advanced. In general, they are satisfied with what they have learned. Comparing the individual grades of each studentobtainedin the evaluation control of the didactic unit with respect to their trajectory throughout the course, no significant differences are observed. Finally, it should be noted that the experience has been very enriching and satisfying for everyone. The participation of the students, their motivation in the classes, their interest in learning, their concentration and their determination to solve the problems that allowed them to win the game were very positive aspects. In particular, feeling thegrowingtaste for mathematics in the students was an element of full satisfaction for the teaching work, which counteracts the work and effort involved in planning a didactic unit using didactic games. Conclusions Based on the results obtained, we can affirm that the use of games as a didactic resource for the teaching and learning of mathematics in 1st year of ESO increases themotivation and interest of students towards the study of this subject, thus favoring the acquisition of knowledge. The variety of teaching resources used in the classroom is a relevant element, since it directly influences the performance of students. After analyzing the learning consequences of using recreational activities in the mathematics classroom, the idea now is to extend this mechanics to other teaching units. Finally, we can ask ourselves if this experience can be generalized to other educational stages. Although the study has been confined to a 1st year ESO classroom, the results have been so satisfactory that we believe that the methodology can be extrapolated. However, the main work in this case would be the search for games suitable for the contents of the corresponding course. 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