Este trabajo se ocupa del estudio de los errores cometidos por los alumnos en el aprendizaje de las matemáticas. Presentamos algunos de los resultados obtenidos a partir de la implementación de cuestionarios para su detección y posterior análisis. Se sugiere, además, una postura superadora con respecto al tratamiento del error.
En este artículo se describe el uso de la calculadora en el 2º ciclo de la EGB utilizando calculadoras elementales. Se describen los resultados de diversas investigaciones en aspectos relacionados con el aprendizaje y la comprensión, actitudes hacia la Matemática, creencias de los maestros y directivos, posición de los padres.
In manufacturing systems, there are environments where the elaboration of a product requires a series of sequential operations, involving the configuration of machines by stages, intermediate buffer capacities, definition of assembly lines and routing of parts. The objective of this research is to develop a modeling and statistical analysis of complexity in manufacturing systems under flow shop and hybrid environments. The methodological approach starts with the structural modeling, then the measurement of the complexity in the systems is developed, the hypotheses are proposed and finally an experimental and factorial statistical analysis is developed. The results obtained corroborate the hypotheses proposed, where statistically the structural design factors and the variation of production time per stage have a significant influence on the response variable associated to the total complexity. Similarly, there is evidence of correlation between the performance indicators and the variable studied, in which the incidence with production costs stands out.
Knowledge production is evolving and changing, taking into account the vicissitudes of the current context. Gamification is presented as an alternative with great potential in this particular moment wherein different countries the COVID 19 are moving in a rhizomatic and silent way. The following objectives are proposed: to determine the themes associated with the evaluation of research problems that are selected to be incorporated into the game; to elaborate the slogans with their solutions, and to test the functioning of the game and, in case of detecting weaknesses, to make the necessary adjustments. The research is developed in a cross-sectional descriptive way with a non-probabilistic sample for convenience of 183 students from 5 university careers and 2 tertiary careers in Mar del Plata, Argentina. It is emphasized that most of the students indicate not to have carried out gambling activities with academic aims previously, considering that the aspects contemplated in the game have been suitable concerning the contents, the plot, the duration, and the degree of difficulty .
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