The use of Massive Online Games in game-based learning activities

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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...

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Detalles Bibliográficos
Autores: Hernández, Lorena, Hernández, Verónica, Neyra, Farah, Carrillo, Julieta
Formato: artículo
Fecha de Publicación:2022
Institución:Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
Repositorio:Revista Innova Educación
Lenguaje:inglés
español
OAI Identifier:oai:ojs2.revistainnovaeducacion.com:article/573
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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dc.title.none.fl_str_mv 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
title_full_unstemmed 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
author2_role author
author
author
dc.subject.none.fl_str_mv 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.
publishDate 2022
dc.date.none.fl_str_mv 2022-03-07
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://revistainnovaeducacion.com/index.php/rie/article/view/573
10.35622/j.rie.2022.03.001
url https://revistainnovaeducacion.com/index.php/rie/article/view/573
identifier_str_mv 10.35622/j.rie.2022.03.001
dc.language.none.fl_str_mv eng
spa
language eng
spa
dc.relation.none.fl_str_mv 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
dc.rights.none.fl_str_mv https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
text/html
audio/mpeg
audio/mpeg
dc.publisher.none.fl_str_mv Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
publisher.none.fl_str_mv Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
dc.source.none.fl_str_mv Revista Innova Educación; Vol. 4 Núm. 3 (2022); 7-30
2664-1496
2664-1488
10.35622/j.rie.2022.03
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instname:Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
instacron:INUDI
instname_str Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
instacron_str INUDI
institution INUDI
reponame_str Revista Innova Educación
collection Revista Innova Educación
repository.name.fl_str_mv
repository.mail.fl_str_mv
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spelling 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
score 13.411838
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