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...
| Autores: | , , , , , |
|---|---|
| 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. |
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2020 |
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2020-11-03T22:02:06Z |
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2020-11-03T22:02:06Z |
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2020 |
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2278-3091 |
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https://hdl.handle.net/20.500.12867/3235 |
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International Journal of Advanced Trends in Computer Science and Engineering |
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https://doi.org/10.30534/ijatcse/2020/245952020 |
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2278-3091 International Journal of Advanced Trends in Computer Science and Engineering |
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https://hdl.handle.net/20.500.12867/3235 https://doi.org/10.30534/ijatcse/2020/245952020 |
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World Academy of Research in Science and Engineering |
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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. The contributions of the study also invite to introduce gamifiers as attitudinal increasing elements of complex learning in the classroom.Revisión por paresRevisión por paresCampus Ateapplication/pdfspaWorld Academy of Research in Science and Engineeringurn:isnn:2278-3091info:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by/4.0/Repositorio Institucional - UTPUniversidad Tecnológica del Perúreponame:UTP-Institucionalinstname:Universidad Tecnológica del Perúinstacron:UTPEducational platformsGamificationMathematical thinkingSocial isolationVideogamesVirtual learningKahoothttps://purl.org/pe-repo/ocde/ford#2.01.03Video games and Kahoot! as cognitive gamifiers in compulsory social isolationinfo:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionTHUMBNAILJoel Elvys Alanya Beltran_Artículo_International Journal of Advanced Trends in Computer Science and Engineering_en_2020.pdf.jpgJoel Elvys Alanya Beltran_Artículo_International Journal of Advanced Trends in Computer Science and Engineering_en_2020.pdf.jpgGenerated Thumbnailimage/jpeg52098https://repositorio.utp.edu.pe/backend/api/core/bitstreams/ab498e7a-6f45-444d-b4a8-a896469a0041/downloadfc89d7d08f1004198ee0bc2cb70add77MD510LICENSElicense.txtlicense.txttext/plain; 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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).