TY - JOUR
T1 - Modification of Mathematical Cognitive Demand with Disruptive Gamification Methods Using Video Games in Schoolchildren Affected by Covid-19
AU - Holguin-Alvarez, Jhon
AU - Ruiz-Salazar, Jenny
N1 - Publisher Copyright:
© 2023 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
PY - 2023
Y1 - 2023
N2 - The document reports the effects of the use of video games in the disruptive gamification of the cognitive demand in mathematics of 127 second and third grade students of basic education. They were grouped according to three demand conditions: (a) situation 1 = low; (b) situation 2 = moderate; (c) control group = mixed. All subjects presented some type of Covid-19 sequelae; and situational pairs were compared according to agreement: situation 1 vs. control (first pair); situation 2 vs. control (second pair). The results were collected from a multiple demand test. The abilities to solve tasks of moderate cognitive demand were developed in the subjects who started with a low level of demand, and high-level demand in those who started with a moderate demand. The comparison of the first pair presented more difficulties to achieve improvements in their cognition, unlike the subjects of the second pair.
AB - The document reports the effects of the use of video games in the disruptive gamification of the cognitive demand in mathematics of 127 second and third grade students of basic education. They were grouped according to three demand conditions: (a) situation 1 = low; (b) situation 2 = moderate; (c) control group = mixed. All subjects presented some type of Covid-19 sequelae; and situational pairs were compared according to agreement: situation 1 vs. control (first pair); situation 2 vs. control (second pair). The results were collected from a multiple demand test. The abilities to solve tasks of moderate cognitive demand were developed in the subjects who started with a low level of demand, and high-level demand in those who started with a moderate demand. The comparison of the first pair presented more difficulties to achieve improvements in their cognition, unlike the subjects of the second pair.
KW - Cognitive reload
KW - Mathematical cognition
KW - Mathematical learning
KW - Video game
UR - http://www.scopus.com/inward/record.url?scp=85194709588&partnerID=8YFLogxK
M3 - Conference article
AN - SCOPUS:85194709588
SN - 1613-0073
VL - 3691
SP - 82
EP - 90
JO - CEUR Workshop Proceedings
JF - CEUR Workshop Proceedings
T2 - 2023 International Congress on Education and Technology in Sciences, CISETC 2023
Y2 - 4 December 2023 through 6 December 2023
ER -