The main objective of this study was to evaluate the effects of the introduction of educational videogames into the classroom, on learning, motivation, and classroom dynamics. These effects were studied using a sample of 1274 students from economically disadvantaged schools in Chile. The videogames were specifically designed to address the educational goals of the first and second years of school, for basic mathematics and reading comprehension. The sample was divided into experimental groups (EG), internal control groups (IC) and external control groups (EC). Students in the EG groups, used the experimental video games during an average of 30 h over a 3-month period. They were evaluated on their acquisition of reading comprehension, spelling, and mathematical skills, and on their motivation to use video games. Teachers' expectations of change due to the use of video games, their technological transfer, and handling of classroom dynamics, were assessed through ad hoc tests and classroom observations. The results show significant differences between the EG and IC groups in relation to the EC group in Math, Reading Comprehension and Spelling, but no significant differences in these aspects were found between the EG and the IC groups. Teacher reports and classroom observations confirm an improvement in motivation to learn, and a positive technological transfer of the experimental tool. Although further studies regarding the effects of learning through videogame use are imperative, positive effects on motivation and classroom dynamics, indicate that the introduction of educational video games can be a useful tool in promoting learning within the classroom. #
In the 1990s the videogame industry has managed to become the fastest growing segment of the entertainment industry in America. However, only a very low number of videogame products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, players' preferences are a core issue in creating successful products, and the game design process is crucial for guaranteeing players' satisfaction.Then, an important question arises: what do players want in videogames?The purpose of this work is to propose a game design reference that directly mirrors players' preference, shaped as a qualitative model based on empirical data gathered during playing sessions. The model describes the main elements that, according to players' opinions, determine the playability of action videogames, and proposes design guidelines that are the conceptualization of players' preferences. Therefore, the model helps game designers to understand the elements that must be dealt with in order to make better games.Besides the operational relevance of the model, the research methodology described in this work is an example of how a qualitative approach such as the Grounded Theory paradigm can be applied to solve a software specification problem directly focusing on end-users.
Se presentan los resultados iniciales del trabajo de adaptación y estandarización del WISC-III a la población chilena en base a la muestra de estandarización de 1924 niños obtenidos por medio de un muestreo aleatorio estratificado por regiones. Se presentan las principales diferencias con el WISC-R, la estructura factorial y consistencia interna de las escalas del WISC-III. Los resultados del estudio muestran una alta coincidencia con los de la prueba original norteamericana, obteniéndose cuatro factores de inteligencia y consistencias internas adecuadas a este tipo de pruebas. Sin embargo, las subpruebas incluidas en los factores difieren levemente de los resultados de la estandarización nortemericana. Palabras Clave: WISC-III, estandarización de instrumentos.We present the results of the chilean adaptation and standarization of WISC-III. The sample for the study consisted in 1924 children obtained from a ramdomized stratified sampling considering the regions of Chile. Results show a great coincidence with those obtained in the original north-american sample: we obtained the same four intelligence factors and high internal consistencies. Nevertheless, the subscales included in the factors differ slightly from the north-american results.
This theoretical review attempts to carry out an overview of the concept of Executive Functions, exposing various facets emerging from the latest scientific developments, so that novice readers can begin to learn about the subject and those who are already familiar with it can update their knowledge. The review begins by explaining what is meant by Executive Functions and why they are important. Following that, we review both the components and the concepts commonly used in the literature that are directly related to Executive Functions. Finally, we review their precursors and those environmental factors that influence their development.
This study aimed to test the impact of play on the development of executive functions (EFs) in preschoolers. Thirty-two games were designed to be collectively played in groups by 70 children, in their regular classes. The games were specifically designed to promote the development of the three components of EFs: inhibition (behavioral or cognitive), working memory, and cognitive flexibility. The games focused on each function were of three types: playground games, expression games, and classroom games. Sixty 45 min play sessions were held on consecutive days for 3 months, always in the first period. The sessions were guided by two members of the research team, assisted by the four teachers of the participating classes. The intervention was carried out in two highly socially vulnerable schools in the city of Santiago de Chile. Four classes were studied in total: two experimental groups and two controls. The classes were selected using a questionnaire on teacher-student interaction quality and an age homogeneity criterion. EFs were evaluated using the Hearts and Flowers task at three points: before the intervention (T1), immediately after the end of the intervention (T2), and 8 months after the end of the intervention (T3). The results show a significant difference in the growth of EFs by comparing the experimental and control groups (p = 0.04) between T1 and T3. They also reveal a strong correlation between EFs measures at T1 and mathematics performance at T3. These results are discussed within the context of the guidelines proposed by Diamond and Ling (2016) and Barnett (2011) regarding what an EFs promotion program needs to be considered effective and high quality. The program presented in this study meets most of the requisites mentioned by the authors, which proves that following these guidelines guarantees a high probability of success.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.