Gamification based on a videogame that allows to develop tasks of high cognitive demand

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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...

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Detalles Bibliográficos
Autores: Huiza Cribillero, Jasenia Fiorella, Holguin Alvarez, Jhon
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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spelling 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
format article
status_str 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
dc.language.none.fl_str_mv 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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dc.publisher.none.fl_str_mv Universidad César Vallejo
publisher.none.fl_str_mv Universidad César Vallejo
dc.source.none.fl_str_mv REVISTA EDUSER; Vol. 6 Núm. 1 (2019): Enero - Abril; 63-77
2412-2769
reponame:Revistas - Universidad César Vallejo
instname:Universidad César Vallejo
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reponame_str Revistas - Universidad César Vallejo
collection Revistas - Universidad César Vallejo
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