Video games and kahoot! As cognitive gamifiers in compulsory social isolation
Autor(a) principal: | |
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Data de Publicação: | 2020 |
Outros Autores: | , , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Institucional da UNESP |
Texto Completo: | http://dx.doi.org/10.30534/ijatcse/2020/245952020 http://hdl.handle.net/11449/221585 |
Resumo: | 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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Repositório Institucional da UNESP |
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Video games and kahoot! As cognitive gamifiers in compulsory social isolationEducational PlatformsGamificationKahoot!Mathematical ThinkingSocial IsolationVideogamesVirtual LearningCurrent 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.Universidad César VallejoPontifica Universidade Catolica de CampinasUniversidade do Estadual Paulista Júlio de Mesquita FilhoUniversidad Tecnológica del PerúUniversidad Nacional Mayor de San MarcosUniversidade do Estadual Paulista Júlio de Mesquita FilhoUniversidad César VallejoPontifica Universidade Catolica de CampinasUniversidade Estadual Paulista (UNESP)Universidad Tecnológica del PerúUniversidad Nacional Mayor de San MarcosHolguin-Alvarez, JhonTaxa, FernandaTortora, Evandro [UNESP]Alanya-Beltran, JoelPanduro-Ramírez, JeidySoto-Hidalgo, Cinthya2022-04-28T19:29:27Z2022-04-28T19:29:27Z2020-09-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/article8615-8620http://dx.doi.org/10.30534/ijatcse/2020/245952020International Journal of Advanced Trends in Computer Science and Engineering, v. 9, n. 5, p. 8615-8620, 2020.2278-3091http://hdl.handle.net/11449/22158510.30534/ijatcse/2020/2459520202-s2.0-85092623385Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengInternational Journal of Advanced Trends in Computer Science and Engineeringinfo:eu-repo/semantics/openAccess2022-04-28T19:29:27Zoai:repositorio.unesp.br:11449/221585Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T14:07:46.552778Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false |
dc.title.none.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 Holguin-Alvarez, Jhon Educational Platforms Gamification Kahoot! Mathematical Thinking Social Isolation Videogames Virtual Learning |
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 |
Holguin-Alvarez, Jhon |
author_facet |
Holguin-Alvarez, Jhon Taxa, Fernanda Tortora, Evandro [UNESP] Alanya-Beltran, Joel Panduro-Ramírez, Jeidy Soto-Hidalgo, Cinthya |
author_role |
author |
author2 |
Taxa, Fernanda Tortora, Evandro [UNESP] Alanya-Beltran, Joel Panduro-Ramírez, Jeidy Soto-Hidalgo, Cinthya |
author2_role |
author author author author author |
dc.contributor.none.fl_str_mv |
Universidad César Vallejo Pontifica Universidade Catolica de Campinas Universidade Estadual Paulista (UNESP) Universidad Tecnológica del Perú Universidad Nacional Mayor de San Marcos |
dc.contributor.author.fl_str_mv |
Holguin-Alvarez, Jhon Taxa, Fernanda Tortora, Evandro [UNESP] Alanya-Beltran, Joel Panduro-Ramírez, Jeidy Soto-Hidalgo, Cinthya |
dc.subject.por.fl_str_mv |
Educational Platforms Gamification Kahoot! Mathematical Thinking Social Isolation Videogames Virtual Learning |
topic |
Educational Platforms Gamification Kahoot! Mathematical Thinking Social Isolation Videogames Virtual Learning |
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.none.fl_str_mv |
2020-09-01 2022-04-28T19:29:27Z 2022-04-28T19:29:27Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://dx.doi.org/10.30534/ijatcse/2020/245952020 International Journal of Advanced Trends in Computer Science and Engineering, v. 9, n. 5, p. 8615-8620, 2020. 2278-3091 http://hdl.handle.net/11449/221585 10.30534/ijatcse/2020/245952020 2-s2.0-85092623385 |
url |
http://dx.doi.org/10.30534/ijatcse/2020/245952020 http://hdl.handle.net/11449/221585 |
identifier_str_mv |
International Journal of Advanced Trends in Computer Science and Engineering, v. 9, n. 5, p. 8615-8620, 2020. 2278-3091 10.30534/ijatcse/2020/245952020 2-s2.0-85092623385 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
International Journal of Advanced Trends in Computer Science and Engineering |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
8615-8620 |
dc.source.none.fl_str_mv |
Scopus reponame:Repositório Institucional da UNESP instname:Universidade Estadual Paulista (UNESP) instacron:UNESP |
instname_str |
Universidade Estadual Paulista (UNESP) |
instacron_str |
UNESP |
institution |
UNESP |
reponame_str |
Repositório Institucional da UNESP |
collection |
Repositório Institucional da UNESP |
repository.name.fl_str_mv |
Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP) |
repository.mail.fl_str_mv |
|
_version_ |
1808128319259934720 |