El efecto de un videojuego educativo en la motivación, autoeficacia y conocimiento de estudiantes de secundaria en un curso de historia

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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:PUCP-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.pucp.edu.pe:20.500.14657/199347
Enlace del recurso:https://revistas.pucp.edu.pe/index.php/educacion/article/view/28602/26343
https://repositorio.pucp.edu.pe/index/handle/123456789/199347
https://doi.org/10.18800/educacion.202401.A004
Nivel de acceso:acceso abierto
Materia:Motivation
Self-efficacy
Video games
History instruction
Motivação
Autoeficácia
Jogos educativos
Ensino de história
Motivación
Autoeficacia
Videojuegos
Enseñanza de la historia
https://purl.org/pe-repo/ocde/ford#5.03.00
Descripción
Sumario: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.
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