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http://repositorio.utp.edu.pe/handle/UTP/3235
Título : | Video games and Kahoot! as cognitive gamifiers in compulsory social isolation |
Autor : | Alanya Beltran, Joel Elvys Holguin-Alvarez, Jhon Taxa, Fernanda Tortora, Evandro Panduro-Ramírez, Jeidy Soto-Hidalgo, Cinthya |
Palabras clave : | Educational platforms Gamification Mathematical thinking Social isolation Videogames Virtual learning Kahoot |
Fecha de publicación : | 2020 |
Editorial : | World Academy of Research in Science and Engineering |
Resumen : | Current educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating teaching and stimulating the learning of mathematical competencies in two Latin American contexts. We included in the first study 142 professors from the São Paulo Government of Brazil to study the use of the game through an evaluation by Kahoot! In another phase, we included 257 Basic Education teachers and 1,456 students from Peru to develop an experiment with non-serious video games. The conclusions allow us to argue that a large part of the teachers accept the Kahoot! Platform as an evaluating and gamifying means with equal effects to the use of traditional games in current education. Similarly, video games develop numerical thinking and mathematical reasoning in students who receive a virtual education in pandemic contexts. The contributions of the study also invite to introduce gamifiers as attitudinal increasing elements of complex learning in the classroom. |
URI : | http://repositorio.utp.edu.pe/handle/UTP/3235 |
Aparece en las colecciones: | Artículos en revistas indizadas |
Ficheros en este ítem:
Fichero | Descripción | Tamaño | Formato | |
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Joel Elvys Alanya Beltran_Artículo_International Journal of Advanced Trends in Computer Science and Engineering_en_2020.pdf | 661.6 kB | Adobe PDF | Visualizar/Abrir |
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