The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course
Descripción del Articulo
        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...
              
            
    
                        | Autores: | , , | 
|---|---|
| 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 | 
| id | REVPUCP_4a0136f5f600f46042fdf4285d5328ff | 
|---|---|
| oai_identifier_str | oai:revistaspuc:article/28602 | 
| network_acronym_str | REVPUCP | 
| network_name_str | Revistas - Pontificia Universidad Católica del Perú | 
| repository_id_str |  | 
| 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 |  | 
| repository.mail.fl_str_mv |  | 
| _version_ | 1840900564069646336 | 
| score | 13.402391 | 
 Nota importante:
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).
    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).
 
   
   
             
            