Jhon Holguin-Alvarez, Gloria María Villa Córdova, Susana Oyague Pinedo, Silvia Samame Gamarra
{"title":"Gamificación por videojuegos en contextos vulnerables: hallazgos experimentales desde la matemática escolar","authors":"Jhon Holguin-Alvarez, Gloria María Villa Córdova, Susana Oyague Pinedo, Silvia Samame Gamarra","doi":"10.17993/3ctic.2019.83.82-107","DOIUrl":null,"url":null,"abstract":"espanolEl uso de los videojuegos para gamificar clases de matematica, ha llegado a instituciones educativas con condiciones politicas, economicas y sociales adecuadas para el logro formativo; y las ha masificado conduciendo a resultados que se incrementan en organizaciones educativas del sector publico. No obstante, esta realidad es distinta en contextos de vulnerabilidad para escolares, cuyos principales problemas son economicos y sociales. Como respuesta, en esta investigacion propusimos implementar videojuegos para desarrollar la matematica en escuelas publicas de contextos vulnerables, trabajamos tres experimentos estimulares de acuerdo al componente de la matematica en los cuales participaron ninos y ninas: A) segundo (Candy Crush) = 47 (M = 7,8 anos); B) tercero (Asphalt 8 Airborne) = 43 (M = 9,7 anos); y C) cuarto (Plants & Zombies) = 49 (M = 8,8 anos), los componentes desarrollados fueron: A) numeracion, B) razonamiento matematico y C) resolucion de problemas respectivamente, se utilizaron la Evaluacion diagnostica enactiva, iconica y simbolica, Prueba de Precalculo y la Evaluacion diagnostica de la Matematica. En particular notamos en los resultados menores indices de incremento de puntuaciones en numeracion, y mayores en el razonamiento matematico y la resolucion de problemas; aunque en el experimento A encontramos menores indices de mejora, el juego Candy Crush permitio desarrollar la representacion enactiva e iconica en los ninos de segundo grado. El videojuego Asphalt 8 Airborne, viabilizo la reaccion cognitiva del razonamiento ante el uso de insignias y puntuaciones, lo cual permitio que los estudiantes desarrollaran habilidades para mejorar la practica de operaciones matematica. Finalmente, los estudiantes que ejecutaron el juego Plants & Zombies (experimento C) desarrollaron problemas con mayor complejidad luego del experimento, a su vez evidenciaron el desarrollo de metacognicion y flexibilizacion para abordar tareas con alta demanda cognitiva EnglishThe use of video games to gamify math classes has reached educational institutions with adequate political, economic and social conditions for educational achievement; and has massified them leading to results that increase in educational organizations of the public sector. However, this reality is different in contexts of vulnerability for schoolchildren, whose main problems are economic and social. In response, in this research we proposed to implement video games to develop mathematics in public schools of vulnerable contexts, we worked three stimulation experiments according to the mathematics component in which children participated: A) second (Candy Crush) = 47 (M) = 7.8 years); B) third (Asphalt 8 Airborne) = 43 (M = 9.7 years); and C) fourth (Plants & Zombies) = 49 (M = 8.8 years), the developed components were: A) numbering, B) mathematical reasoning and C) problem solving, respectively, the enactive, iconic diagnostic evaluation was used and symbolic, Precalculus Test and the Diagnostic Evaluation of Mathematics. In particular, we note in the results lower rates of increase in numbering scores, and higher in mathematical reasoning and problem solving; Although in experiment A we found lower rates of improvement, the Candy Crush game allowed us to develop enactive and iconic representation in second grade children. The videogame Asphalt 8 Airborne, made viable the cognitive reaction of the reasoning before the use of badges and scores, which allowed the students to develop skills to improve the practice of mathematical operations. Finally, the students who executed the game Plants & Zombies (experiment C) developed problems with greater complexity after the experiment, in turn evidenced the development of metacognition and flexibility to tackle tasks with high cognitive demand.","PeriodicalId":237333,"journal":{"name":"3C TIC: Cuadernos de desarrollo aplicados a las TIC","volume":"83 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"3C TIC: Cuadernos de desarrollo aplicados a las TIC","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17993/3ctic.2019.83.82-107","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
espanolEl uso de los videojuegos para gamificar clases de matematica, ha llegado a instituciones educativas con condiciones politicas, economicas y sociales adecuadas para el logro formativo; y las ha masificado conduciendo a resultados que se incrementan en organizaciones educativas del sector publico. No obstante, esta realidad es distinta en contextos de vulnerabilidad para escolares, cuyos principales problemas son economicos y sociales. Como respuesta, en esta investigacion propusimos implementar videojuegos para desarrollar la matematica en escuelas publicas de contextos vulnerables, trabajamos tres experimentos estimulares de acuerdo al componente de la matematica en los cuales participaron ninos y ninas: A) segundo (Candy Crush) = 47 (M = 7,8 anos); B) tercero (Asphalt 8 Airborne) = 43 (M = 9,7 anos); y C) cuarto (Plants & Zombies) = 49 (M = 8,8 anos), los componentes desarrollados fueron: A) numeracion, B) razonamiento matematico y C) resolucion de problemas respectivamente, se utilizaron la Evaluacion diagnostica enactiva, iconica y simbolica, Prueba de Precalculo y la Evaluacion diagnostica de la Matematica. En particular notamos en los resultados menores indices de incremento de puntuaciones en numeracion, y mayores en el razonamiento matematico y la resolucion de problemas; aunque en el experimento A encontramos menores indices de mejora, el juego Candy Crush permitio desarrollar la representacion enactiva e iconica en los ninos de segundo grado. El videojuego Asphalt 8 Airborne, viabilizo la reaccion cognitiva del razonamiento ante el uso de insignias y puntuaciones, lo cual permitio que los estudiantes desarrollaran habilidades para mejorar la practica de operaciones matematica. Finalmente, los estudiantes que ejecutaron el juego Plants & Zombies (experimento C) desarrollaron problemas con mayor complejidad luego del experimento, a su vez evidenciaron el desarrollo de metacognicion y flexibilizacion para abordar tareas con alta demanda cognitiva EnglishThe use of video games to gamify math classes has reached educational institutions with adequate political, economic and social conditions for educational achievement; and has massified them leading to results that increase in educational organizations of the public sector. However, this reality is different in contexts of vulnerability for schoolchildren, whose main problems are economic and social. In response, in this research we proposed to implement video games to develop mathematics in public schools of vulnerable contexts, we worked three stimulation experiments according to the mathematics component in which children participated: A) second (Candy Crush) = 47 (M) = 7.8 years); B) third (Asphalt 8 Airborne) = 43 (M = 9.7 years); and C) fourth (Plants & Zombies) = 49 (M = 8.8 years), the developed components were: A) numbering, B) mathematical reasoning and C) problem solving, respectively, the enactive, iconic diagnostic evaluation was used and symbolic, Precalculus Test and the Diagnostic Evaluation of Mathematics. In particular, we note in the results lower rates of increase in numbering scores, and higher in mathematical reasoning and problem solving; Although in experiment A we found lower rates of improvement, the Candy Crush game allowed us to develop enactive and iconic representation in second grade children. The videogame Asphalt 8 Airborne, made viable the cognitive reaction of the reasoning before the use of badges and scores, which allowed the students to develop skills to improve the practice of mathematical operations. Finally, the students who executed the game Plants & Zombies (experiment C) developed problems with greater complexity after the experiment, in turn evidenced the development of metacognition and flexibility to tackle tasks with high cognitive demand.