The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course

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The purpose of this study was to explore the effects of an educational video game on high school students’ motivation, self-efficacy and knowledge. The game tells the story of Mariano Melgar, a Peruvian thinker, patriot and hero. The authors used a quasi-experimental design and conducted pre- and po...

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Detalles Bibliográficos
Autores: Zapata, Claudia, Navarro, Ricardo, Vega, Vanessa
Formato: artículo
Fecha de Publicación:2024
Institución:Pontificia Universidad Católica del Perú
Repositorio:Revistas - Pontificia Universidad Católica del Perú
Lenguaje:inglés
OAI Identifier:oai:revistaspuc:article/28602
Enlace del recurso:http://revistas.pucp.edu.pe/index.php/educacion/article/view/28602
Nivel de acceso:acceso abierto
Materia:Motivation
Self-efficacy
Video games
History instruction
Motivación
Autoeficacia
Videojuegos
Enseñanza de la historia
Motivação
Autoeficácia
Jogos educativos
Ensino de história
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spelling The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History courseEl efecto de un videojuego educativo en la motivación, autoeficacia y conocimiento de estudiantes de secundaria en un curso de historiaO efeito de um jogo educativo na motivação, autoeficácia e conhecimento de alunos do ensino médio em um curso de históriaZapata, ClaudiaNavarro, RicardoVega, VanessaMotivationSelf-efficacyVideo gamesHistory instructionMotivaciónAutoeficaciaVideojuegosEnseñanza de la historiaMotivaçãoAutoeficáciaJogos educativosEnsino de históriaThe purpose of this study was to explore the effects of an educational video game on high school students’ motivation, self-efficacy and knowledge. The game tells the story of Mariano Melgar, a Peruvian thinker, patriot and hero. The authors used a quasi-experimental design and conducted pre- and post-tests to estimate the effect of the video game. The sample consisted of 67 students from two schools in Lima. The students were randomly assigned to one of two conditions: playing a video game or watching a documentary. Results show that playing the video game was more effective in increasing students’ knowledge, whereas watching a documentary increased demotivation and decreased self-efficacy through vicarious experience. In view of this, it is important to explore further video games’ usefulness as educational materials.El objetivo de este estudio fue explorar los efectos de un videojuego educativo en la motivación, la autoeficacia y el conocimiento de estudiantes de secundaria. El juego aborda la historia de Mariano Melgar, un intelectual y héroe peruano. Tuvo un diseño cuasi-experimental, por lo que se realizaron análisis pre-test y post-test. El experimento se realizó con 67 estudiantes de dos escuelas de Lima. Se les asignó al azar una de dos condiciones: jugar a un videojuego o ver un documental. Los resultados muestran que el videojuego fue más eficaz para incrementar el conocimiento de los estudiantes, mientras que el documental aumentó la desmotivación y disminuyó la autoeficacia mediante la experiencia vicaria. En vista de esto, resulta relevante explorar con mayor profundidad la utilidad de los videojuegos como material didáctico.O objetivo deste estudo foi investigar os efeitos de um videogame educativo na motivação, autoeficácia e conhecimento de alunos do ensino médio, abordando a história de Mariano Melgar, um herói intelectual e patriótico peruano. Adotou-se um desenho quase experimental, realizando pré-testes e pós-testes para avaliar o impacto do videogame. O experimento envolveu 67 alunos de duas escolas em Lima, randomizados para duas condições: jogar o videogame ou assistir a um documentário. Os resultados revelaram que o videogame foi mais eficaz para aumentar o conhecimento dos alunos, ao passo que assistir a um documentário resultou em aumento da desmotivação e redução da autoeficácia por meio da experiência vicária. Diante desses resultados, sugere-se uma exploração mais aprofundada sobre a utilidade dos videogames como ferramenta educacional.Pontificia Universidad Católica del Perú2024-04-15info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://revistas.pucp.edu.pe/index.php/educacion/article/view/2860210.18800/educacion.202401.A004Educación; Vol. 33 Núm. 64 (2024); 179-2012304-43221019-9403reponame:Revistas - Pontificia Universidad Católica del Perúinstname:Pontificia Universidad Católica del Perúinstacron:PUCPenghttp://revistas.pucp.edu.pe/index.php/educacion/article/view/28602/26343http://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessoai:revistaspuc:article/286022024-07-18T16:45:06Z
dc.title.none.fl_str_mv The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course
El efecto de un videojuego educativo en la motivación, autoeficacia y conocimiento de estudiantes de secundaria en un curso de historia
O efeito de um jogo educativo na motivação, autoeficácia e conhecimento de alunos do ensino médio em um curso de história
title The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course
spellingShingle The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course
Zapata, Claudia
Motivation
Self-efficacy
Video games
History instruction
Motivación
Autoeficacia
Videojuegos
Enseñanza de la historia
Motivação
Autoeficácia
Jogos educativos
Ensino de história
title_short The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course
title_full The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course
title_fullStr The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course
title_full_unstemmed The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course
title_sort The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course
dc.creator.none.fl_str_mv Zapata, Claudia
Navarro, Ricardo
Vega, Vanessa
author Zapata, Claudia
author_facet Zapata, Claudia
Navarro, Ricardo
Vega, Vanessa
author_role author
author2 Navarro, Ricardo
Vega, Vanessa
author2_role author
author
dc.subject.none.fl_str_mv Motivation
Self-efficacy
Video games
History instruction
Motivación
Autoeficacia
Videojuegos
Enseñanza de la historia
Motivação
Autoeficácia
Jogos educativos
Ensino de história
topic Motivation
Self-efficacy
Video games
History instruction
Motivación
Autoeficacia
Videojuegos
Enseñanza de la historia
Motivação
Autoeficácia
Jogos educativos
Ensino de história
description The purpose of this study was to explore the effects of an educational video game on high school students’ motivation, self-efficacy and knowledge. The game tells the story of Mariano Melgar, a Peruvian thinker, patriot and hero. The authors used a quasi-experimental design and conducted pre- and post-tests to estimate the effect of the video game. The sample consisted of 67 students from two schools in Lima. The students were randomly assigned to one of two conditions: playing a video game or watching a documentary. Results show that playing the video game was more effective in increasing students’ knowledge, whereas watching a documentary increased demotivation and decreased self-efficacy through vicarious experience. In view of this, it is important to explore further video games’ usefulness as educational materials.
publishDate 2024
dc.date.none.fl_str_mv 2024-04-15
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 http://revistas.pucp.edu.pe/index.php/educacion/article/view/28602
10.18800/educacion.202401.A004
url http://revistas.pucp.edu.pe/index.php/educacion/article/view/28602
identifier_str_mv 10.18800/educacion.202401.A004
dc.language.none.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv http://revistas.pucp.edu.pe/index.php/educacion/article/view/28602/26343
dc.rights.none.fl_str_mv http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Pontificia Universidad Católica del Perú
publisher.none.fl_str_mv Pontificia Universidad Católica del Perú
dc.source.none.fl_str_mv Educación; Vol. 33 Núm. 64 (2024); 179-201
2304-4322
1019-9403
reponame:Revistas - Pontificia Universidad Católica del Perú
instname:Pontificia Universidad Católica del Perú
instacron:PUCP
instname_str Pontificia Universidad Católica del Perú
instacron_str PUCP
institution PUCP
reponame_str Revistas - Pontificia Universidad Católica del Perú
collection Revistas - Pontificia Universidad Católica del Perú
repository.name.fl_str_mv
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