Gamification based on a videogame that allows to develop tasks of high cognitive demand
Descripción del Articulo
The gamification has begun its process of integration to the pedagogical method in Peru, although with scarce economic resources, the studies are based on free acquisition platforms in virtual media, one of them is studied in this research. 10 experimental activities were applied accompanied by the...
| Autores: | , |
|---|---|
| Formato: | artículo |
| Fecha de Publicación: | 2019 |
| Institución: | Universidad César Vallejo |
| Repositorio: | Revistas - Universidad César Vallejo |
| Lenguaje: | español |
| OAI Identifier: | oai:oai.revistas.ucv.edu.pe:article/395 |
| Enlace del recurso: | http://revistas.ucv.edu.pe/index.php/eduser/article/view/395 |
| Nivel de acceso: | acceso abierto |
| Materia: | Cognición Demanda cognitiva Gamificación Memorización Cognition Cognitive demand Gamification Memorization |
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Gamification based on a videogame that allows to develop tasks of high cognitive demandGamificación basada en un videojuego que permite desarrollar tareas de alta demanda cognitivaHuiza Cribillero, Jasenia Fiorella Holguin Alvarez, Jhon CogniciónDemanda cognitivaGamificaciónMemorizaciónCognitionCognitive demandGamificationMemorizationThe gamification has begun its process of integration to the pedagogical method in Peru, although with scarce economic resources, the studies are based on free acquisition platforms in virtual media, one of them is studied in this research. 10 experimental activities were applied accompanied by the game Plants vs. Zombies, whose effectiveness was investigated in tasks of high mathematical cognitive demand, used a quantitative method, of a pre-experimental type, worked on a sample of 20 boys and girls in second grade of primary school (X(age) = 8.9 years ), the measurement was made from the adaptation of the Diagnostic Mathematics Assessment instrument, the results showed significant differences between the pretest and posttest measurements in the variable, which caused an influence on the level of achievement of the subjects, it was concluded that the game Plants vs. Zombies, accompanied by pedagogical strategies based on this videogame, caused more effectiveness in complex tasks (with and without information connections), as well as in the highest level of mathematical task requirements, this was evidenced in more than 50% of students.La gamificación ha iniciado su proceso de integración al método pedagógico en el Perú, aunque con escasos recursos económicos, los estudios se basan en plataformas de adquisición gratuita en medios virtuales, uno de ellos es estudiado en esta investigación. Se aplicaron 10 actividades experimentales acompañadas del juego Plants vs. Zombies, del cual se investigó su efectividad en tareas de alta demanda cognitiva matemática, se recurrió a un método cuantitativo, de tipo pre experimental, trabajado en una muestra de 20 niños y niñas de segundo grado de primaria (X(edad) = 8.9 años), la medición se realizó desde la adaptación del instrumento Evaluación diagnóstica de Matemática, los resultados arrojaron diferencias significativas entre las mediciones pretest y postest en la variable, lo cual provocó una influencia en el nivel de logro de los sujetos, se concluyó que el juego Plants vs. Zombies, acompañado de estrategias pedagógicas basadas en este videojuego, provocó más efectividad en las tareas complejas (con y sin conexiones de información), como también, en el más alto nivel de exigencia de tareas matemáticas, esto fue evidenciado en más del 50 % de estudiantes.Universidad César Vallejo2019-04-30info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://revistas.ucv.edu.pe/index.php/eduser/article/view/39510.18050/eduser.v6i1.2179REVISTA EDUSER; Vol. 6 Núm. 1 (2019): Enero - Abril; 63-772412-2769reponame:Revistas - Universidad César Vallejoinstname:Universidad César Vallejoinstacron:UCVspahttp://revistas.ucv.edu.pe/index.php/eduser/article/view/395/373https://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccessoai:oai.revistas.ucv.edu.pe:article/3952022-11-19T02:18:34Z |
| dc.title.none.fl_str_mv |
Gamification based on a videogame that allows to develop tasks of high cognitive demand Gamificación basada en un videojuego que permite desarrollar tareas de alta demanda cognitiva |
| title |
Gamification based on a videogame that allows to develop tasks of high cognitive demand |
| spellingShingle |
Gamification based on a videogame that allows to develop tasks of high cognitive demand Huiza Cribillero, Jasenia Fiorella Cognición Demanda cognitiva Gamificación Memorización Cognition Cognitive demand Gamification Memorization |
| title_short |
Gamification based on a videogame that allows to develop tasks of high cognitive demand |
| title_full |
Gamification based on a videogame that allows to develop tasks of high cognitive demand |
| title_fullStr |
Gamification based on a videogame that allows to develop tasks of high cognitive demand |
| title_full_unstemmed |
Gamification based on a videogame that allows to develop tasks of high cognitive demand |
| title_sort |
Gamification based on a videogame that allows to develop tasks of high cognitive demand |
| dc.creator.none.fl_str_mv |
Huiza Cribillero, Jasenia Fiorella Holguin Alvarez, Jhon |
| author |
Huiza Cribillero, Jasenia Fiorella |
| author_facet |
Huiza Cribillero, Jasenia Fiorella Holguin Alvarez, Jhon |
| author_role |
author |
| author2 |
Holguin Alvarez, Jhon |
| author2_role |
author |
| dc.subject.none.fl_str_mv |
Cognición Demanda cognitiva Gamificación Memorización Cognition Cognitive demand Gamification Memorization |
| topic |
Cognición Demanda cognitiva Gamificación Memorización Cognition Cognitive demand Gamification Memorization |
| description |
The gamification has begun its process of integration to the pedagogical method in Peru, although with scarce economic resources, the studies are based on free acquisition platforms in virtual media, one of them is studied in this research. 10 experimental activities were applied accompanied by the game Plants vs. Zombies, whose effectiveness was investigated in tasks of high mathematical cognitive demand, used a quantitative method, of a pre-experimental type, worked on a sample of 20 boys and girls in second grade of primary school (X(age) = 8.9 years ), the measurement was made from the adaptation of the Diagnostic Mathematics Assessment instrument, the results showed significant differences between the pretest and posttest measurements in the variable, which caused an influence on the level of achievement of the subjects, it was concluded that the game Plants vs. Zombies, accompanied by pedagogical strategies based on this videogame, caused more effectiveness in complex tasks (with and without information connections), as well as in the highest level of mathematical task requirements, this was evidenced in more than 50% of students. |
| publishDate |
2019 |
| dc.date.none.fl_str_mv |
2019-04-30 |
| dc.type.none.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
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article |
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publishedVersion |
| dc.identifier.none.fl_str_mv |
http://revistas.ucv.edu.pe/index.php/eduser/article/view/395 10.18050/eduser.v6i1.2179 |
| url |
http://revistas.ucv.edu.pe/index.php/eduser/article/view/395 |
| identifier_str_mv |
10.18050/eduser.v6i1.2179 |
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spa |
| language |
spa |
| dc.relation.none.fl_str_mv |
http://revistas.ucv.edu.pe/index.php/eduser/article/view/395/373 |
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https://creativecommons.org/licenses/by-nc-nd/4.0 info:eu-repo/semantics/openAccess |
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https://creativecommons.org/licenses/by-nc-nd/4.0 |
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openAccess |
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application/pdf |
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Universidad César Vallejo |
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Universidad César Vallejo |
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REVISTA EDUSER; Vol. 6 Núm. 1 (2019): Enero - Abril; 63-77 2412-2769 reponame:Revistas - Universidad César Vallejo instname:Universidad César Vallejo instacron:UCV |
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Universidad César Vallejo |
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UCV |
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UCV |
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Revistas - Universidad César Vallejo |
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Revistas - Universidad César Vallejo |
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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).