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Implicaciones cognitivas y emocionales de la implementación de un videojuego para el aprendizaje de contenidos de ciencias en Primaria.
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- Author(s): Borreguero, Guadalupe Martínez1 ; Cortés, Teresa Corzo1 ; Núñez, Milagros Mateos1 ; Naranjo Correa, Francisco Luis1
- Source:
Revista Eureka sobre Enseñanza y Divulgación de las Ciencias. ene2023, Vol. 20 Issue 1, p01-18. 18p.- Subject Terms:
- Source:
- Additional Information
- Alternate Title: Cognitive and emotional implications of the implementation of a video game for the learning of science content in primary school.
- Abstract: Several studies indicate that the methodology used by the teacher influences the affective domain and, consequently, the cognitive domain. For this reason, it is necessary to promote didactic strategies that favour positive emotional states in the teaching of science from the first educational levels. Based on this, the aim of this research was to analyse the cognitive and emotional implications of the implementation of a video game for teaching science content in primary school. A quasi-experimental design was followed with a control group, an experimental group, a pre-test and a post-test. A non-probabilistic sample of 144 students from 9 to 12 years of age participated, divided into control and experimental groups. The control group used a student-centred expository didactic model and for the experimental group a Minecraft video game was designed and implemented for learning the same curricular content as the control group. Intra-group analysis revealed that both interventions were effective from the point of view of student learning. However, the comparative statistical analysis between groups revealed statistically significant differences (Sig.< 0.005) between the control group and the experimental group, in favour of the students who used the video games, both in the knowledge variable and in the emotions experienced. [ABSTRACT FROM AUTHOR]
- Abstract: Diversos estudios señalan que la metodología utilizada por el docente influye en el dominio afectivo y, por ende, en el cognitivo. Por ello, se hace necesario potenciar estrategias didácticas que favorezcan estados emocionales positivos en la enseñanza de las ciencias desde los primeros niveles educativos. En base a ello, el objetivo de la investigación ha sido analizar las implicaciones cognitivas y emocionales de la implementación de un videojuego para la enseñanza de contenidos de ciencias en primaria. Se ha seguido un diseño cuasiexperimental con grupo de control, experimental, pre-test y post-test. Participaron mediante muestreo no probabilístico 144 estudiantes de 9 a 12 años, divididos en grupos de control y experimental. Con el grupo control se utilizó un modelo didáctico expositivo y para el grupo experimental se diseñó e implementó un videojuego en Minecraft para el aprendizaje de los mismos contenidos curriculares que el grupo control. El análisis intragrupal reveló que ambas intervenciones fueron efectivas desde el punto de vista del aprendizaje del alumnado. Sin embargo, el análisis estadístico comparativo entre grupos reveló diferencias estadísticamente significativas (Sig.< 0,005) entre el grupo control y el experimental, a favor del alumnado que utilizó los videojuegos, tanto en la variable conocimiento como en las emociones experimentadas. [ABSTRACT FROM AUTHOR]
- Abstract: Copyright of Revista Eureka sobre Enseñanza y Divulgación de las Ciencias is the property of Asociacion de Profesores Amigos de la Ciencia-Eureka and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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