关键词

严肃游戏,游戏化,小学教育,数学教育,教师,学习成绩

摘要

近年来教育软件引入了基于严肃游戏的特定设计正在进行不断更新。以前关于对其使用的研究无论是在一般层面还是具体内容上都不能提供关于学习进步的结论性数据。这项研究的主要目标是在考虑到游戏化变量和教学经验的同时,了解在小学教育课堂中使用严肃游戏的影响,特别是对学生数学熟练程度的影响。我们采用准实验研究采用前后测设计,没有对照组,但设有多个实验组,有284名一年级至四年级小学生参加研究。结果表明,在所研究的不同年级和课堂小组中,使用严肃游戏可以显着提高数学熟练度 。游戏化策略在未曾实施的课程中推动了更大的学习进步。我们还观察到新老师和有经验的教师使用严肃游戏的时间相似,后者在培养数学熟练度方面的结果更好。还显示了所获得的结果与学生成绩之间的关系。结论指出使用专门为学校环境设计的严肃游戏的潜力,并对以前关于教师代际障碍的研究提出质疑。

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被引用

引述 Web of Science

Yucra-Quispe, LM; Espinoza-Montoya, C; (...); Aguaded, I. From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people REVISTA DE COMUNICACION-PERU, 2022.

https://doi.org/10.26441/RC21.1-2022-A22

Ibanez-Lopez, FJ; Arteaga-Marin, M; (...); Maurandi-Lopez, A. Design and validation of a questionnaire on the use of technological tools in innovation in STEM subjects Campus Virtuales, 2022.

https://doi.org/10.54988/cv.2022.2.1081

引述 Scopus

Yucra-Quispe, L.-M., Espinoza-Montoya, C., Nunez-Pacheco, R., Aguaded, I. . From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people | [De consumidores a prosumidores: la narrativa transmedia en dos juegos moviles para adolescentes y jovenes]), Revista de Comunicacion, .

https://doi.org/10.26441/RC21.1-2022-A22

引述 Google Scholar

Castro, S. S., & Sevillano, M. Á. P. (2022). Personalización del proceso de adquisición de la competencia en comunicación lingüística mediante el empleo de los serious games. Diferencias en función del género. Edutec. Revista Electrónica de Tecnología Educativa, (79), 149-165.

https://www.edutec.es/revista/index.php/edutec-e/article/view/2371

A Rulyansah, EYR Pratiwi, RP Sriwijayanti, A Anjarwati - Jurnal Basicedu, 2022 - jbasic.org. The Use of Games for Learning in Primary Schools: A Bibliometrics Analysis of The Scopus Database

https://jbasic.org/index.php/basicedu/article/view/3881

Gamarra Ccanre, F. (2022). Las tecnologías de información y comunicación para desarrollar habilidades creativas en estudiantes de educación básica.

https://repositorio.ucv.edu.pe/handle/20.500.12692/83346

Yucra-Quispe, L. M., Espinoza-Montoya, C., Núñez-Pacheco, R., & Aguaded, I. (2022). De consumidores a prosumidores: la narrativa transmedia en dos juegos móviles para adolescentes y jóvenes. Revista de Comunicación, 21(1), 433-450.

http://www.scielo.org.pe/scielo.php?pid=S1684-09332022000100433&script=sci_abstract&tlng=en

Fraga-Varela, F., Vila-Couñago, E., & Martínez-Piñeiro, E. (2021). The impact of serious games in mathematics fluency: A study in Primary Education. Comunicar, 29(69), 125-135.

http://eprints.rclis.org/42720/

MILENA, S. C. L., & THALIA, G. P. A. FACULTAD DE CIENCIAS SOCIALES.

http://repositorio.utmachala.edu.ec/bitstream/48000/18998/1/Trabajo_Titulacion_168.pdf

Castro, S. S., & Sevillano, M. Á. P. CAPÍTULO 126. LA MEJORA DE LA COMPETENCIA EN COMUNICACIÓN LINGÜÍSTICA A TRAVÉS DE LOS SERIOUS GAMES DESDE UNA PERSPECTIVA DE GÉNERO.

...

Ibáñez-López, F. J., Arteaga-Marín, M., Olivares-Carrillo, P., Sánchez-Rodríguez, A., & Maurandi-López, A. (2022). Diseño y validación de un cuestionario sobre uso de herramientas tecnológicas en innovación de asignaturas STEM. Campus Virtuales, 11(2), 179-195.

http://uajournals.com/ojs/index.php/campusvirtuales/article/view/1081

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Fraga-Varela, F., Vila-Couñago, E., & Martínez-Piñeiro, E. (2021). The impact of serious games in mathematics fluency: A study in Primary Education. [Impacto de los juegos serios en la fluidez matemática: Un estudio en Educación Primaria]. Comunicar, 69, 125-135. https://doi.org/10.3916/C69-2021-10

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