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

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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: Alanya Beltran, Joel Elvys, Holguin-Alvarez, Jhon, Taxa, Fernanda, Tortora, Evandro, Panduro-Ramírez, Jeidy, Soto-Hidalgo, Cinthya
Formato: artículo
Fecha de Publicación:2020
Institución:Universidad Tecnológica del Perú
Repositorio:UTP-Institucional
Lenguaje:español
OAI Identifier:oai:repositorio.utp.edu.pe:20.500.12867/3235
Enlace del recurso:https://hdl.handle.net/20.500.12867/3235
https://doi.org/10.30534/ijatcse/2020/245952020
Nivel de acceso:acceso abierto
Materia:Educational platforms
Gamification
Mathematical thinking
Social isolation
Videogames
Virtual learning
Kahoot
https://purl.org/pe-repo/ocde/ford#2.01.03
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dc.title.es_PE.fl_str_mv Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
title Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
spellingShingle Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
Alanya Beltran, Joel Elvys
Educational platforms
Gamification
Mathematical thinking
Social isolation
Videogames
Virtual learning
Kahoot
https://purl.org/pe-repo/ocde/ford#2.01.03
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 Alanya Beltran, Joel Elvys
author_facet Alanya Beltran, Joel Elvys
Holguin-Alvarez, Jhon
Taxa, Fernanda
Tortora, Evandro
Panduro-Ramírez, Jeidy
Soto-Hidalgo, Cinthya
author_role author
author2 Holguin-Alvarez, Jhon
Taxa, Fernanda
Tortora, Evandro
Panduro-Ramírez, Jeidy
Soto-Hidalgo, Cinthya
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Alanya Beltran, Joel Elvys
Holguin-Alvarez, Jhon
Taxa, Fernanda
Tortora, Evandro
Panduro-Ramírez, Jeidy
Soto-Hidalgo, Cinthya
dc.subject.es_PE.fl_str_mv Educational platforms
Gamification
Mathematical thinking
Social isolation
Videogames
Virtual learning
Kahoot
topic Educational platforms
Gamification
Mathematical thinking
Social isolation
Videogames
Virtual learning
Kahoot
https://purl.org/pe-repo/ocde/ford#2.01.03
dc.subject.ocde.es_PE.fl_str_mv https://purl.org/pe-repo/ocde/ford#2.01.03
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 2020-11-03T22:02:06Z
dc.date.available.none.fl_str_mv 2020-11-03T22:02:06Z
dc.date.issued.fl_str_mv 2020
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dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12867/3235
dc.identifier.journal.es_PE.fl_str_mv International Journal of Advanced Trends in Computer Science and Engineering
dc.identifier.doi.none.fl_str_mv https://doi.org/10.30534/ijatcse/2020/245952020
identifier_str_mv 2278-3091
International Journal of Advanced Trends in Computer Science and Engineering
url https://hdl.handle.net/20.500.12867/3235
https://doi.org/10.30534/ijatcse/2020/245952020
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dc.publisher.es_PE.fl_str_mv World Academy of Research in Science and Engineering
dc.source.es_PE.fl_str_mv Repositorio Institucional - UTP
Universidad Tecnológica del Perú
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spelling Alanya Beltran, Joel ElvysHolguin-Alvarez, JhonTaxa, FernandaTortora, EvandroPanduro-Ramírez, JeidySoto-Hidalgo, Cinthya2020-11-03T22:02:06Z2020-11-03T22:02:06Z20202278-3091https://hdl.handle.net/20.500.12867/3235International Journal of Advanced Trends in Computer Science and Engineeringhttps://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. 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