Keywords

Digital games, higher education, cognition, metacognition, assessment, questionnaire

Abstract

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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Technical information

Received: 23-01-2022

Revised: 03-03-2022

Accepted: 12-05-2022

OnlineFirst: 30-06-2022

Publication date: 01-10-2022

Article revision time: 39 days | Average time revision issue 73: 43 days

Article acceptance time: 108 days | Average time of acceptance issue 73: 88 days

Preprint editing time: 205 days | Average editing time preprint issue 73: 185 days

Article editing time: 250 days | Average editing time issue 73: 230 days

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Cavalcante-Pimentel, F., Morais-Marques, M., & Barbosa-de-Sales-Junior, V. (2022). Learning strategies through digital games in a university context. [Estrategias de aprendizaje a través de los juegos digitales en un contexto universitario]. Comunicar, 73, 83-93. https://doi.org/10.3916/C73-2022-07

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