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dc.contributor.authorAlanya Beltran, Joel Elvys
dc.contributor.authorHolguin-Alvarez, Jhon
dc.contributor.authorTaxa, Fernanda
dc.contributor.authorTortora, Evandro
dc.contributor.authorPanduro-Ramírez, Jeidy
dc.contributor.authorSoto-Hidalgo, Cinthya
dc.date.accessioned2020-11-03T22:02:06Z
dc.date.available2020-11-03T22:02:06Z
dc.date.issued2020
dc.identifier.issn2278-3091
dc.identifier.urihttps://hdl.handle.net/20.500.12867/3235
dc.description.abstractCurrent 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.es_PE
dc.formatapplication/pdfes_PE
dc.language.isospaes_PE
dc.publisherWorld Academy of Research in Science and Engineeringes_PE
dc.rightsinfo:eu-repo/semantics/openAccesses_PE
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es_PE
dc.sourceUniversidad Tecnológica del Perúes_PE
dc.sourceRepositorio Institucional - UTPes_PE
dc.subjectEducational platformses_PE
dc.subjectGamificationes_PE
dc.subjectMathematical thinkinges_PE
dc.subjectSocial isolationes_PE
dc.subjectVideogameses_PE
dc.subjectVirtual learninges_PE
dc.subjectKahootes_PE
dc.titleVideo games and Kahoot! as cognitive gamifiers in compulsory social isolationes_PE
dc.typeinfo:eu-repo/semantics/articlees_PE
dc.identifier.journalInternational Journal of Advanced Trends in Computer Science and Engineering
dc.description.peer-reviewRevisión por pares
dc.identifier.doihttps://doi.org/10.30534/ijatcse/2020/245952020
dc.subject.ocdehttps://purl.org/pe-repo/ocde/ford#2.01.03es_PE
dc.description.sedeCampus Atees_PE
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_PE


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