We want to implement the use of the Mine Craft game within the teaching of mathematics in order to enhance logic and critical thinking, using Stem tools that help create a practical methodology within the classroom. This in order to encourage the student to reason and participate in solutions to problems given within the classroom as well as in their environment, the research will be qualitative with the descriptive statistical method where the information will be obtained through interview and observation. The contents of the STEM approach will be taken into account, as well as the 21st century competencies applied to creativity, innovation, perseverance, problem solving, etc. A result is expected where practice is seen in the classroom, as an action aimed at solving problems, which allows contrasting, evaluating and validating academic proposals with the initiatives of the community and the productive sector. The research process is developed taking into account a series of stages which are described below. First stage, learn what an algorithm and a flowchart are, their application in daily life activities and how they influence decision making. Second stage: knowing and creating through blocks stories that have a difficulty within a familiar environment for the student, third stage: teaching, playing and creating with Minecraft, so that through the use of blocks they seek solutions to the difficulty created. Fourth stage: Analysis of problem solving and the use of critical thinking, when using Minecraft, Fifth stage; Results and conclusions of the activities carried out. A significant percentage increase is expected in the number of students solving problems in the area of mathematics.
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Corzo et al. (2024) studied this question.
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