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Publicação:
Video games and kahoot! As cognitive gamifiers in compulsory social isolation

dc.contributor.authorHolguin-Alvarez, Jhon
dc.contributor.authorTaxa, Fernanda
dc.contributor.authorTortora, Evandro [UNESP]
dc.contributor.authorAlanya-Beltran, Joel
dc.contributor.authorPanduro-Ramírez, Jeidy
dc.contributor.authorSoto-Hidalgo, Cinthya
dc.contributor.institutionUniversidad César Vallejo
dc.contributor.institutionPontifica Universidade Catolica de Campinas
dc.contributor.institutionUniversidade Estadual Paulista (UNESP)
dc.contributor.institutionUniversidad Tecnológica del Perú
dc.contributor.institutionUniversidad Nacional Mayor de San Marcos
dc.date.accessioned2022-04-28T19:29:27Z
dc.date.available2022-04-28T19:29:27Z
dc.date.issued2020-09-01
dc.description.abstractCurrent 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.en
dc.description.affiliationUniversidad César Vallejo
dc.description.affiliationPontifica Universidade Catolica de Campinas
dc.description.affiliationUniversidade do Estadual Paulista Júlio de Mesquita Filho
dc.description.affiliationUniversidad Tecnológica del Perú
dc.description.affiliationUniversidad Nacional Mayor de San Marcos
dc.description.affiliationUnespUniversidade do Estadual Paulista Júlio de Mesquita Filho
dc.format.extent8615-8620
dc.identifierhttp://dx.doi.org/10.30534/ijatcse/2020/245952020
dc.identifier.citationInternational Journal of Advanced Trends in Computer Science and Engineering, v. 9, n. 5, p. 8615-8620, 2020.
dc.identifier.doi10.30534/ijatcse/2020/245952020
dc.identifier.issn2278-3091
dc.identifier.scopus2-s2.0-85092623385
dc.identifier.urihttp://hdl.handle.net/11449/221585
dc.language.isoeng
dc.relation.ispartofInternational Journal of Advanced Trends in Computer Science and Engineering
dc.sourceScopus
dc.subjectEducational Platforms
dc.subjectGamification
dc.subjectKahoot!
dc.subjectMathematical Thinking
dc.subjectSocial Isolation
dc.subjectVideogames
dc.subjectVirtual Learning
dc.titleVideo games and kahoot! As cognitive gamifiers in compulsory social isolationen
dc.typeArtigo
dspace.entity.typePublication

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