Cognitive stimuli in the learning of mathematics in seventh grade children of basic secondary education

María Fernanda Loor-Mera, Fernando Alberto Yánez-Balarezo
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引用次数: 1

Abstract

The research was based on the analysis of cognitive stimuli for learning mathematics in seventh grade students of basic secondary education of the Magaly Masson de Valle Carrera Educational Unit of the Chone canton , the results are presented through a Kendall matrix, allowing to quantify the levels of assertiveness of the variables found, the problem of mathematical learning that refers to low academic performance demands the identification of techniques and methods that allow students to be stimulated efficiently, to For this purpose, through documentary research, the stimuli applicable to the mathematical field were classified and through the analysis, 48 were identified that are closely related to the subject. In this context, the objective was to determine the most efficient for mathematical performance, the research has an exploratory and documentary approach using the use of qualitative, quantitative and analytical tools such as expert criteria, the result was the identification of the 25 most incident stimuli, recreational activities, puzzle games and riddles turned out to be determining variables, sequential and transcription stimulation occupy second place, finally the application of new technologies and ICT together with the identified stimuli offer a wide range of tools for teachers inside and outside the classroom, concludes that efficiency is relative to the experience and mystique of work with which the teacher teaches his students, however the application of the stimuli defined in this study contribute significantly to academic performance
基础中学七年级儿童数学学习中的认知刺激
该研究基于对琼州Magaly Masson de Valle Carrera教育单元基础中学教育七年级学生学习数学的认知刺激分析,结果通过Kendall矩阵呈现,允许量化所发现变量的自信水平。数学学习中表现不佳的问题要求找出能够有效刺激学生的技术和方法。为此,通过文献研究,对适用于数学领域的刺激进行了分类,并通过分析,确定了48种与该主题密切相关的刺激。在这种情况下,目标是确定最有效的数学表现,研究有一个探索性和纪实的方法,使用定性,定量和分析工具,如专家标准,结果是确定25个最事件的刺激,娱乐活动,益智游戏和谜语被证明是决定变量,顺序和转录刺激占据第二名。最后,新技术和信息通信技术的应用以及确定的刺激为教师在课堂内外提供了广泛的工具,结论是效率与教师教授学生的工作经验和神秘性有关,然而本研究中定义的刺激的应用对学习成绩有显著贡献
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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