2019
DOI: 10.18050/eduser.v6i1.2179
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Gamificación basada en un videojuego que permite desarrollar tareas de alta demanda cognitiva

Abstract: La gamificación ha iniciado su proceso de integración al método pedagógico en el Perú, aunque con escasos recursos económicos, los estudios se basan en plataformas de adquisición gratuita en medios virtuales, uno de ellos es estudiado en esta investigación. Se aplicaron 10 actividades experimentales acompañadas del juego Plants vs. Zombies, del cual se investigó su efectividad en tareas de alta demanda cognitiva matemática, se recurrió a un método cuantitativo, de tipo pre experimental, trabajado en una muestr… Show more

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“…Although the differences exemplify that videogames caused sustained fluidity in the search for solutions, and in the shortest possible time. These evidences are similar to others that found benefits in the use of accompanying or integrated gamifiers to classroom learning, developing speed, concentration and response automation [4], [20]. On the other hand, here it has also been crucial the implication in the development of new predispositions towards the game in students who only thought about learning vertically, as has happened in other investigations [4], [18], [19].…”
Section: Informal Video Games: Gamifying Experimentssupporting
confidence: 88%
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“…Although the differences exemplify that videogames caused sustained fluidity in the search for solutions, and in the shortest possible time. These evidences are similar to others that found benefits in the use of accompanying or integrated gamifiers to classroom learning, developing speed, concentration and response automation [4], [20]. On the other hand, here it has also been crucial the implication in the development of new predispositions towards the game in students who only thought about learning vertically, as has happened in other investigations [4], [18], [19].…”
Section: Informal Video Games: Gamifying Experimentssupporting
confidence: 88%
“…That is, young people and children learn cognitively adapting, and involve the development of their own attitudes [19], [21], [22], [24]. In the same way, we can accept that although gamification styles were not studied, teachers can adapt to methods that can generate better learning rates, more fluid reactions to conceive data in the shortest possible time, and even to modify the numerical conceptual thinking [2], [17], [20], [18]. Finally, in the context of Brazil, the situation of isolation has become imposing, since face-to-face teaching has had to turn its perspective in a short time.…”
Section: Games In Cognition: Evaluation In Kahoot!mentioning
confidence: 99%
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