TY - JOUR
T1 - Gamificación mixta con videojuegos y plataformas educativas
T2 - un estudio sobre la demanda cognitiva matemática
AU - Holguin-Alvarez, Jhon
AU - Apaza-Quispe, Juan
AU - Cruz-Montero, Juana
AU - Ruiz-Salazar, Jenny Maria
AU - Acha, Delsi Mariela Huaita
N1 - Publisher Copyright:
© 2022 Research Group Education and Virtual Learning (GREAV). All rights reserved.
PY - 2022
Y1 - 2022
N2 - The inclusion of gamification based on the use of technological resources is increasingly urgent in learning sessions. In particular, given the eventual distance education, various areas of knowledge must be promoted, and one of them is complex mathematics. The research presents the determination of the effects of mixed gamification on mathematical cognitive demand. Educational platforms and video game competition were used for six months in a sample of 300 third and fourth grade primary school students (M = 9.1; SD = 0.7), organized into experimental and control groups. The results indicate an increase in scores that indicate improvements in the non-connective demand approach (moderate level of performance), and in the connective demand approach (high performance level). The conclusions allow asserting that the combinatorial effects of the use of technological resources to gamify are positive in the performance in the mathematical cognitive demand. The limitations require replicating the study with the distribution of gamified classes for a longer time, and permuted use of the games used in the experiment.
AB - The inclusion of gamification based on the use of technological resources is increasingly urgent in learning sessions. In particular, given the eventual distance education, various areas of knowledge must be promoted, and one of them is complex mathematics. The research presents the determination of the effects of mixed gamification on mathematical cognitive demand. Educational platforms and video game competition were used for six months in a sample of 300 third and fourth grade primary school students (M = 9.1; SD = 0.7), organized into experimental and control groups. The results indicate an increase in scores that indicate improvements in the non-connective demand approach (moderate level of performance), and in the connective demand approach (high performance level). The conclusions allow asserting that the combinatorial effects of the use of technological resources to gamify are positive in the performance in the mathematical cognitive demand. The limitations require replicating the study with the distribution of gamified classes for a longer time, and permuted use of the games used in the experiment.
KW - Educational Platforms
KW - Gamification in Class
KW - Gamified Teaching
KW - Use of Technologies
KW - Use of Videogames
UR - http://www.scopus.com/inward/record.url?scp=85148432168&partnerID=8YFLogxK
U2 - 10.1344/der.2022.42.136-153
DO - 10.1344/der.2022.42.136-153
M3 - Artículo
AN - SCOPUS:85148432168
SN - 2013-9144
SP - 136
EP - 153
JO - Digital Education Review
JF - Digital Education Review
IS - 42
ER -