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Programación matemática y software

On-line version ISSN 2007-3283

Abstract

GONZALEZ TEZOCO, Santa Teresita et al. Optimizing First-Grade Mathematics Learning: The Impact of Roblox's Metaverse on Developing Numerical Competencies. Program. mat. softw. [online]. 2024, vol.16, n.2, pp.35-48.  Epub Sep 17, 2024. ISSN 2007-3283.  https://doi.org/10.30973/progmat/2024.16.2/4.

The metaverse, a network of persistent and concurrent 3D virtual worlds focused on social connection and interaction, allows users to engage in activities that would not be possible in the physical world. In recent years, there has been a significant increase in research focused on the use of the metaverse in education. This research highlights how the metaverse can be used for a wide range of educational purposes, such as developing digital skills, creating more immersive learning experiences, fostering creativity, and encouraging collaboration among students. However, its implementation in primary education is still rare. Moreover, in the specific context of Mexico, reports on the use of the metaverse in education are limited and infrequent. This article explores the metaverse integrated into Roblox as a viable alternative tool to improve the teaching of mathematics in the first grade of primary education in Mexico. The teaching approach focuses on number counting and two-digit addition, providing an interactive and enriching experience for students. This research is expected to provide a clear understanding of the potential of the metaverse in education and, in turn, encourage further research on metaverse-based education in the near future.

Keywords : Education; metaverse; mathematics.

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