Learning strategies through digital games in a university context

Detalhes bibliográficos
Autor(a) principal: Cavalcante-Pimentel, Fernando-Silvio
Data de Publicação: 2022
Outros Autores: Morais-Marques, Margarida, Barbosa-de-Sales-Junior, Valdick
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10773/34969
Resumo: The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and metacognitive learning strategies through digital games. The research methodology used was ex post facto with a quantitative approach. 941 students from 22 States and from the Federal District, enrolled in higher education courses at Brazilian colleges and universities, participated in this research. Data collection occurred through the application of an online questionnaire that integrates the Metacognitive Awareness Inventory (MAI) and the Inventory of Cognitive and Metacognitive Strategies with Digital Games (ICMSDG). The results indicated that university students make regular use of metacognitive knowledge, skills, and strategies. Moreover, cognitive and metacognitive learning strategies seem to be more mobilized by digital game players than by non-players, particularly among those who played over a longer period of time (9 years or more) and with higher intensity (playing every day). With the results found and analyzed, we observe that this study is relevant for both university professors and game designers who aim to promote metacognition skills.
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spelling Learning strategies through digital games in a university contextDigital gamesHigher educationCognitionMetacognition, assessmentQuestionnaireThe relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and metacognitive learning strategies through digital games. The research methodology used was ex post facto with a quantitative approach. 941 students from 22 States and from the Federal District, enrolled in higher education courses at Brazilian colleges and universities, participated in this research. Data collection occurred through the application of an online questionnaire that integrates the Metacognitive Awareness Inventory (MAI) and the Inventory of Cognitive and Metacognitive Strategies with Digital Games (ICMSDG). The results indicated that university students make regular use of metacognitive knowledge, skills, and strategies. Moreover, cognitive and metacognitive learning strategies seem to be more mobilized by digital game players than by non-players, particularly among those who played over a longer period of time (9 years or more) and with higher intensity (playing every day). With the results found and analyzed, we observe that this study is relevant for both university professors and game designers who aim to promote metacognition skills.Grupo Comunicar2022-10-01T00:00:00Z2022-07-01T00:00:00Z2022-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfapplication/pdfhttp://hdl.handle.net/10773/34969eng1134-347810.3916/C73-2022-07Cavalcante-Pimentel, Fernando-SilvioMorais-Marques, MargaridaBarbosa-de-Sales-Junior, Valdickinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-22T12:06:17Zoai:ria.ua.pt:10773/34969Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:05:40.923334Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Learning strategies through digital games in a university context
title Learning strategies through digital games in a university context
spellingShingle Learning strategies through digital games in a university context
Cavalcante-Pimentel, Fernando-Silvio
Digital games
Higher education
Cognition
Metacognition, assessment
Questionnaire
title_short Learning strategies through digital games in a university context
title_full Learning strategies through digital games in a university context
title_fullStr Learning strategies through digital games in a university context
title_full_unstemmed Learning strategies through digital games in a university context
title_sort Learning strategies through digital games in a university context
author Cavalcante-Pimentel, Fernando-Silvio
author_facet Cavalcante-Pimentel, Fernando-Silvio
Morais-Marques, Margarida
Barbosa-de-Sales-Junior, Valdick
author_role author
author2 Morais-Marques, Margarida
Barbosa-de-Sales-Junior, Valdick
author2_role author
author
dc.contributor.author.fl_str_mv Cavalcante-Pimentel, Fernando-Silvio
Morais-Marques, Margarida
Barbosa-de-Sales-Junior, Valdick
dc.subject.por.fl_str_mv Digital games
Higher education
Cognition
Metacognition, assessment
Questionnaire
topic Digital games
Higher education
Cognition
Metacognition, assessment
Questionnaire
description The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and metacognitive learning strategies through digital games. The research methodology used was ex post facto with a quantitative approach. 941 students from 22 States and from the Federal District, enrolled in higher education courses at Brazilian colleges and universities, participated in this research. Data collection occurred through the application of an online questionnaire that integrates the Metacognitive Awareness Inventory (MAI) and the Inventory of Cognitive and Metacognitive Strategies with Digital Games (ICMSDG). The results indicated that university students make regular use of metacognitive knowledge, skills, and strategies. Moreover, cognitive and metacognitive learning strategies seem to be more mobilized by digital game players than by non-players, particularly among those who played over a longer period of time (9 years or more) and with higher intensity (playing every day). With the results found and analyzed, we observe that this study is relevant for both university professors and game designers who aim to promote metacognition skills.
publishDate 2022
dc.date.none.fl_str_mv 2022-10-01T00:00:00Z
2022-07-01T00:00:00Z
2022-07
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10.3916/C73-2022-07
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publisher.none.fl_str_mv Grupo Comunicar
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