The use of Massive Online Games in game-based learning activities
Descripción del Articulo
The popularity of massively multiplayer online games such as Minecraft and Roblox has aroused the attention of teachers and educational researchers in the past decade. The purpose of this paper is to provide preliminary classroom experience using Roblox in game-based learning activities through acti...
| Autores: | , , , |
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| Formato: | artículo |
| Fecha de Publicación: | 2022 |
| Institución: | Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú |
| Repositorio: | Revista Innova Educación |
| Lenguaje: | inglés español |
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| Enlace del recurso: | https://revistainnovaeducacion.com/index.php/rie/article/view/573 |
| Nivel de acceso: | acceso abierto |
| Materia: | COVID-19 aprendizaje videojuegos realidad virtual mundo virtual learning videogames virtual reality virtual world aprendizado realidade virtual |
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The use of Massive Online Games in game-based learning activities El uso de juegos masivos en línea en actividades de aprendizaje basadas en juegos O uso de jogos online massivos em atividades de aprendizagem baseadas em jogos |
| title |
The use of Massive Online Games in game-based learning activities |
| spellingShingle |
The use of Massive Online Games in game-based learning activities Hernández, Lorena COVID-19 aprendizaje videojuegos realidad virtual mundo virtual COVID-19 learning videogames virtual reality virtual world COVID-19 aprendizado videogames realidade virtual mundo virtual |
| title_short |
The use of Massive Online Games in game-based learning activities |
| title_full |
The use of Massive Online Games in game-based learning activities |
| title_fullStr |
The use of Massive Online Games in game-based learning activities |
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The use of Massive Online Games in game-based learning activities |
| title_sort |
The use of Massive Online Games in game-based learning activities |
| dc.creator.none.fl_str_mv |
Hernández, Lorena Hernández, Verónica Neyra, Farah Carrillo, Julieta |
| author |
Hernández, Lorena |
| author_facet |
Hernández, Lorena Hernández, Verónica Neyra, Farah Carrillo, Julieta |
| author_role |
author |
| author2 |
Hernández, Verónica Neyra, Farah Carrillo, Julieta |
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author author author |
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COVID-19 aprendizaje videojuegos realidad virtual mundo virtual COVID-19 learning videogames virtual reality virtual world COVID-19 aprendizado videogames realidade virtual mundo virtual |
| topic |
COVID-19 aprendizaje videojuegos realidad virtual mundo virtual COVID-19 learning videogames virtual reality virtual world COVID-19 aprendizado videogames realidade virtual mundo virtual |
| description |
The popularity of massively multiplayer online games such as Minecraft and Roblox has aroused the attention of teachers and educational researchers in the past decade. The purpose of this paper is to provide preliminary classroom experience using Roblox in game-based learning activities through action research. Convenience and quota sampling were used, intervening in four groups from different educational levels: 1 secondary, 1 high school, and 2 colleges. The learning activities with Roblox were conducted during the 2020-2021 academic year during the COVID-19 pandemic that forced Mexican schools to go digital. Roblox was used to learn content (like dinosaurs, contagious diseases, system definition) and interpersonal skills (negotiation, cooperation). The participants’ learning perception was explored through quantitative and qualitative data. Findings suggest that students enjoyed the Roblox learning activity as it allowed social interaction between classmates. The students evaluated the learning through the Roblox activity class on different scales (3,08; 3,18; 4,07 and 4,21 on the Likert scale). The results indicate that there are generational differences between groups. Finally, the paper offers concrete suggestions for the use of Roblox in the educational context. |
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2022 |
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2022-03-07 |
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https://revistainnovaeducacion.com/index.php/rie/article/view/573 10.35622/j.rie.2022.03.001 |
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https://revistainnovaeducacion.com/index.php/rie/article/view/573 |
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10.35622/j.rie.2022.03.001 |
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eng spa |
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eng spa |
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https://revistainnovaeducacion.com/index.php/rie/article/view/573/585 https://revistainnovaeducacion.com/index.php/rie/article/view/573/887 https://revistainnovaeducacion.com/index.php/rie/article/view/573/610 https://revistainnovaeducacion.com/index.php/rie/article/view/573/611 |
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Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú |
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Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú |
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Revista Innova Educación; Vol. 4 Núm. 3 (2022); 7-30 2664-1496 2664-1488 10.35622/j.rie.2022.03 reponame:Revista Innova Educación instname:Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú instacron:INUDI |
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The use of Massive Online Games in game-based learning activitiesEl uso de juegos masivos en línea en actividades de aprendizaje basadas en juegosO uso de jogos online massivos em atividades de aprendizagem baseadas em jogosHernández, LorenaHernández, VerónicaNeyra, FarahCarrillo, JulietaCOVID-19aprendizajevideojuegosrealidad virtualmundo virtualCOVID-19learningvideogamesvirtual realityvirtual worldCOVID-19aprendizadovideogamesrealidade virtualmundo virtualThe popularity of massively multiplayer online games such as Minecraft and Roblox has aroused the attention of teachers and educational researchers in the past decade. The purpose of this paper is to provide preliminary classroom experience using Roblox in game-based learning activities through action research. Convenience and quota sampling were used, intervening in four groups from different educational levels: 1 secondary, 1 high school, and 2 colleges. The learning activities with Roblox were conducted during the 2020-2021 academic year during the COVID-19 pandemic that forced Mexican schools to go digital. Roblox was used to learn content (like dinosaurs, contagious diseases, system definition) and interpersonal skills (negotiation, cooperation). The participants’ learning perception was explored through quantitative and qualitative data. Findings suggest that students enjoyed the Roblox learning activity as it allowed social interaction between classmates. The students evaluated the learning through the Roblox activity class on different scales (3,08; 3,18; 4,07 and 4,21 on the Likert scale). The results indicate that there are generational differences between groups. Finally, the paper offers concrete suggestions for the use of Roblox in the educational context.La popularidad de los juegos en línea multijugador masivos como Minecraft y Roblox ha llamado la atención de profesores e investigadores educativos en la última década. El propósito de este documento es proporcionar una experiencia preliminar en el aula utilizando Roblox en actividades de aprendizaje basadas en juegos a través de la investigación-acción. Se utilizó muestreo por conveniencia y cuotas, interviniendo en cuatro grupos de diferentes niveles educativos: 1 secundaria, 1 bachillerato y 2 facultades. Las actividades de aprendizaje con Roblox se realizaron durante el año académico 2020-2021 durante la pandemia de COVID-19 que obligó a las escuelas mexicanas a digitalizarse. Roblox se utilizó para aprender contenido (como dinosaurios, enfermedades contagiosas, definición de sistemas) y habilidades interpersonales (negociación, cooperación). La percepción de aprendizaje de los participantes fue explorada a través de datos cuantitativos y cualitativos. Los hallazgos sugieren que los estudiantes disfrutaron de la actividad de aprendizaje de Roblox, ya que permitió la interacción social entre compañeros de clase. Los estudiantes evaluaron el aprendizaje a través de la clase de actividad de Roblox en diferentes escalas (3,08; 3,18; 4,07 y 4,21 en la escala de Likert). Los resultados indican que existen diferencias generacionales entre los grupos. Finalmente, el artículo ofrece sugerencias concretas para el uso de Roblox en el contexto educativo.A popularidade de jogos online multiplayer massivos, como Minecraft e Roblox, despertou a atenção de professores e pesquisadores educacionais na última década. O objetivo deste artigo é fornecer uma experiência preliminar em sala de aula usando o Roblox em atividades de aprendizado baseadas em jogos por meio de pesquisa-ação. Utilizou-se amostragem por conveniência e por cotas, intervindo em quatro grupos de diferentes níveis de escolaridade: 1 secundário, 1 médio e 2 universitários. As atividades de aprendizado com Roblox foram realizadas durante o ano letivo de 2020-2021 durante a pandemia de COVID-19 que forçou as escolas mexicanas a se tornarem digitais. Roblox foi usado para aprender conteúdo (como dinossauros, doenças contagiosas, definição de sistemas) e habilidades interpessoais (negociação, cooperação). A percepção de aprendizagem dos participantes foi explorada por meio de dados quantitativos e qualitativos. Os resultados sugerem que os alunos gostaram da atividade de aprendizagem Roblox, pois permitiu a interação social entre os colegas. Os alunos avaliaram a aprendizagem por meio da aula de atividade Roblox em diferentes escalas (3,08; 3,18; 4,07 e 4,21 na escala Likert). Os resultados indicam que existem diferenças geracionais entre os grupos. Por fim, o artigo oferece sugestões concretas para o uso do Roblox no contexto educacional.Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú2022-03-07info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdftext/htmlaudio/mpegaudio/mpeghttps://revistainnovaeducacion.com/index.php/rie/article/view/57310.35622/j.rie.2022.03.001Revista Innova Educación; Vol. 4 Núm. 3 (2022); 7-302664-14962664-148810.35622/j.rie.2022.03reponame:Revista Innova Educacióninstname:Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perúinstacron:INUDIengspahttps://revistainnovaeducacion.com/index.php/rie/article/view/573/585https://revistainnovaeducacion.com/index.php/rie/article/view/573/887https://revistainnovaeducacion.com/index.php/rie/article/view/573/610https://revistainnovaeducacion.com/index.php/rie/article/view/573/611Derechos de autor 2022 Lorena Hernández von Wobeser, Verónica Hernández, Farah Neyra , Julieta Carrillohttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessoai:ojs2.revistainnovaeducacion.com:article/5732026-01-02T20:56:48Z |
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La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).