Explorador Digital magazine is a peer-reviewed scientific journal that allows the dissemination of research in the areas of Education, Humanities and Art & Services, it is published in digital format on a quarterly basis.

Explorador Digital magazine is a peer-reviewed scientific journal that allows the dissemination of research in the areas of Education, Humanities and Art & Services, it is published in digital format on a quarterly basis.

  • Chief Editor: MSc. Pablo Homero Velastegui..
  • ISSN (online): 2661-6831
  • Frecuency: Trimestral
  • SJIF Magazine impact value:  [ SJIF 2022 = 5.982]
 
     

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Peer review process: committed to service to the scientific community. Explorador Digital uses a double-blind peer review process

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The journal is indexed and summarized in Latindex Catalog 2.0, Latinrev, Google Scholar. Newspaper publication.

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Vol. 9 No. 3 (2025): Educación & Derecho

Published: 2025-07-04

Impact of gamification as a teaching strategy in mathematics in primary education

Introduction: Teaching mathematics in primary education continues to represent a challenge for both teachers and students, due to the low level of motivation and the abstract nature of the content. In this context, gamification has emerged as an innovative pedagogical strategy that seeks to transform the learning experience through game dynamics. Objectives: The objective of this article was to analyze the impact of gamification on mathematics learning in primary education, evaluating its effects on academic performance, motivation, and student engagement. Methodology: The applied methodology was based on a systematic literature review guided by the PRISMA method, selecting 27 academic articles published between 2013 and 2024 in databases such as Scopus, Scielo, and Google Scholar. From the review, the most used tools, the reported benefits, and teachers' perceptions of the application of gamification in the classroom were identified. Results: The results show that gamification significantly improves motivation (90% of studies), academic performance (85%), and the development of cognitive and social skills. Tools such as Kahoot, Quizizz, and specialized mobile applications are the most commonly used. Furthermore, most teachers view this strategy positively, although they point out the need for specific training and adequate technological resources. Conclusions: It is concluded that gamification is an effective strategy for teaching mathematics in primary school, provided it is implemented in a planned and balanced manner, integrating clear pedagogical objectives and considering the characteristics of the student group. Finally, future research exploring the impact of gamification in diverse contexts and its integration into other areas of the school curriculum is suggested. General Area of Study: Social Sciences. Specific Area of Study: Education. Type of Study: Original Article.

Norma Susana Velasco Chuqui, Nancy Rosario Ayala Chusin, Mercy Yolanda Ayala Chusin, Maritza Elizabeth Pacheco Mena

26-42

Methodology for solving mathematical problems involving central position measurements in seventh-year students of basic general education

Introduction: The teaching of statistics has become increasingly important in the school curricula of the twenty-first century, in response to a society increasingly oriented to the analysis and interpretation of data. In this context, the scientific problem of the research is: How to contribute to solving mathematical problems of central position measures in seventh-year students of Basic General Education of the Julio Cesar Labaké Educational Unit? Objectives: The objective is to propose a methodology to solve mathematical problems of central position measures in students of the seventh year of Basic General Education. Methodology: to address this problem, a quantitative and descriptive methodology based on the application of student surveys was used. In addition, a quantitative observation sheet was used as a diagnostic instrument to identify initial behaviors and difficulties of the students. The data were analyzed to identify trends in students' perception of their learning and the impact of the methodology applied. Results: The results showed that most students consider that this approach improves their understanding and application of statistical concepts, in addition to encouraging their participation in class. A positive assessment of the use of technological tools was also observed. Conclusions: In conclusion, the methodology based on problem solving is effective in improving the teaching of statistics, since it favors comprehension and practical learning. It was recommended to strengthen the integration of technology and the connection with everyday situations to further optimize its effectiveness. General area of study: Education. Specific area of study: Didactics of mathematics. Type of item: original.

Diana Elizabeth Calderón Narváez, Gladys Lucía Pillacela Malla, Roger Martínez Isaac, Ricardo Sánchez Casanova

43-67

Virtual classroom to enhance the learning of BIOS software in technical baccalaureate

Introduction and Objective: The article presents an educational proposal based on the creation of a virtual classroom on the Mil Aulas platform to enhance the learning of BIOS-based software for third-year technical high school students at the Carlos Cisneros Educational Unit. It starts with the recognition of the limitations of the traditional method, focused on theoretical transmission with little practical application, which has resulted in low levels of understanding of BIOS-based software and limited development of technical skills. Methodology: The research had a mixed approach and used qualitative and quantitative methods. Interviews, surveys, and statistical analysis were conducted using Jamovi software. The study group consisted of 10 students and 3 teachers from the training module "Microcomputer Equipment and Systems." The implementation of the virtual classroom allowed access to interactive resources such as simulators, videos, forums, and online assessments, facilitating autonomous and meaningful learning. Results: The results demonstrated a notable improvement in academic performance. The grades in the traditional mode averaged 7.21, while with the use of the virtual classroom they reached an average of 9.58, with less data dispersion. The interviews revealed a high acceptance of the tool by both students and teachers, who highlighted its accessibility, ease of use, and positive impact on participation and content comprehension. Statistical validation through the Wilcoxon test confirmed a significant difference between both methodologies, favoring the virtual classroom. Conclusion: In conclusion, it was evidenced that the use of digital platforms like Mil Aulas strengthens technical learning, improves performance, and motivates students, becoming an effective strategy for teaching BIOS software in technical high school, adaptable to different educational contexts. General field of study: Education. Specific area of study: Technical education. Type of study: Original article.

Andrés Antonio Carranza Carranza, Myrian Elena Vega Guadalupe, Johana del Carmen Parreño Sánchez, Hendy Maier Pérez Barrera

68-91

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