Video games and Kahoot! as cognitive gamifiers in compulsory social isolation

Descripción del Articulo

Current educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating teaching and stimulating the learning of mathematical competencies in two Latin...

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Detalles Bibliográficos
Autores: Holguin Alvarez, Jhon Alexander, Taxa, Fernanda, Tortora, Evandro, Alanya Beltran, Joel, Panduro Ramírez, Jaidy, Soto Hidalgo, Cinthya
Formato: artículo
Fecha de Publicación:2020
Institución:Universidad Cesar Vallejo
Repositorio:UCV-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.ucv.edu.pe:20.500.12692/70394
Enlace del recurso:https://hdl.handle.net/20.500.12692/70394
https://doi.org/10.30534/ijatcse/2020/245952020
Nivel de acceso:acceso abierto
Materia:Realidad virtual en la educación
Educación a distancia
Gamificación
https://purl.org/pe-repo/ocde/ford#5.03.01
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dc.title.es_PE.fl_str_mv Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
dc.title.alternative.es_PE.fl_str_mv ¡Videojuegos y Kahoot! como gamificadores cognitivos en aislamiento social obligatorio
title Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
spellingShingle Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
Holguin Alvarez, Jhon Alexander
Realidad virtual en la educación
Educación a distancia
Gamificación
https://purl.org/pe-repo/ocde/ford#5.03.01
title_short Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
title_full Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
title_fullStr Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
title_full_unstemmed Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
title_sort Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
author Holguin Alvarez, Jhon Alexander
author_facet Holguin Alvarez, Jhon Alexander
Taxa, Fernanda
Tortora, Evandro
Alanya Beltran, Joel
Panduro Ramírez, Jaidy
Soto Hidalgo, Cinthya
author_role author
author2 Taxa, Fernanda
Tortora, Evandro
Alanya Beltran, Joel
Panduro Ramírez, Jaidy
Soto Hidalgo, Cinthya
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Holguin Alvarez, Jhon Alexander
Taxa, Fernanda
Tortora, Evandro
Alanya Beltran, Joel
Panduro Ramírez, Jaidy
Soto Hidalgo, Cinthya
dc.subject.es_PE.fl_str_mv Realidad virtual en la educación
Educación a distancia
Gamificación
topic Realidad virtual en la educación
Educación a distancia
Gamificación
https://purl.org/pe-repo/ocde/ford#5.03.01
dc.subject.ocde.es_PE.fl_str_mv https://purl.org/pe-repo/ocde/ford#5.03.01
description Current educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating teaching and stimulating the learning of mathematical competencies in two Latin American contexts. We included in the first study 142 professors from the São Paulo Government of Brazil to study the use of the game through an evaluation by Kahoot! In another phase, we included 257 Basic Education teachers and 1,456 students from Peru to develop an experiment with non-serious video games. The conclusions allow us to argue that a large part of the teachers accept the Kahoot! Platform as an evaluating and gamifying means with equal effects to the use of traditional games in current education. Similarly, video games develop numerical thinking and mathematical reasoning in students who receive a virtual education in pandemic contexts. The contributions of the study also invite to introduce gamifiers as attitudinal increasing elements of complex learning in the classroom.
publishDate 2020
dc.date.accessioned.none.fl_str_mv 2021-10-01T02:09:32Z
dc.date.available.none.fl_str_mv 2021-10-01T02:09:32Z
dc.date.issued.fl_str_mv 2020
dc.type.es_PE.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.issn.none.fl_str_mv 2278-3091
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12692/70394
dc.identifier.doi.none.fl_str_mv https://doi.org/10.30534/ijatcse/2020/245952020
identifier_str_mv 2278-3091
url https://hdl.handle.net/20.500.12692/70394
https://doi.org/10.30534/ijatcse/2020/245952020
dc.language.iso.es_PE.fl_str_mv eng
language eng
dc.relation.ispartofseries.none.fl_str_mv International Journal of Advanced Trends in Computer Science and Engineering;9(5): 8615-8620
dc.relation.isPartOf.es_PE.fl_str_mv urn:issn:2278-3091
dc.rights.es_PE.fl_str_mv info:eu-repo/semantics/openAccess
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eu_rights_str_mv openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0/
dc.format.es_PE.fl_str_mv application/pdf
dc.publisher.es_PE.fl_str_mv Universidad César Vallejo
dc.publisher.country.es_PE.fl_str_mv PE
dc.source.es_PE.fl_str_mv Repositorio Institucional - UCV
Universidad César Vallejo
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spelling Holguin Alvarez, Jhon AlexanderTaxa, FernandaTortora, EvandroAlanya Beltran, JoelPanduro Ramírez, JaidySoto Hidalgo, Cinthya2021-10-01T02:09:32Z2021-10-01T02:09:32Z20202278-3091https://hdl.handle.net/20.500.12692/70394https://doi.org/10.30534/ijatcse/2020/245952020Current educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating teaching and stimulating the learning of mathematical competencies in two Latin American contexts. We included in the first study 142 professors from the São Paulo Government of Brazil to study the use of the game through an evaluation by Kahoot! In another phase, we included 257 Basic Education teachers and 1,456 students from Peru to develop an experiment with non-serious video games. The conclusions allow us to argue that a large part of the teachers accept the Kahoot! Platform as an evaluating and gamifying means with equal effects to the use of traditional games in current education. Similarly, video games develop numerical thinking and mathematical reasoning in students who receive a virtual education in pandemic contexts. The contributions of the study also invite to introduce gamifiers as attitudinal increasing elements of complex learning in the classroom.Lima NorteEscuela de Educaciónapplication/pdfengUniversidad César VallejoPEInternational Journal of Advanced Trends in Computer Science and Engineering;9(5): 8615-8620urn:issn:2278-3091info:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by/4.0/Repositorio Institucional - UCVUniversidad César Vallejoreponame:UCV-Institucionalinstname:Universidad Cesar Vallejoinstacron:UCVRealidad virtual en la educaciónEducación a distanciaGamificaciónhttps://purl.org/pe-repo/ocde/ford#5.03.01Video games and Kahoot! as cognitive gamifiers in compulsory social isolation¡Videojuegos y Kahoot! como gamificadores cognitivos en aislamiento social obligatorioinfo:eu-repo/semantics/articleUniversidad César Vallejo. 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