{"title":"Realidad Inmersiva: Herramienta educativa para desarrollar el pensamiento computacional","authors":"José Fernando Garrido Aragón","doi":"10.53595/rlo.v3.i8.085","DOIUrl":null,"url":null,"abstract":"The objective of this study was to analyze immersive reality as an educational tool to develop computational thinking. This research arises as a concern for the weaknesses observed in the performance of students in the educational institutions of the municipality of Sábanas de San Ángel, Department of Magdalena Colombia, who have low performance, noting also that teachers do not employ strategies that include the use of technologies to motivate the participation of students. The methodology of the study was based on the qualitative approach and phenomenological method; the technique to collect information was an interview structure, as an instrument a fixed and sequential interview script with open questions was used, which was applied to 12 teachers. The Atlas Ti software was used to analyze the data, the triangulation methods were considered: empirical moment, from which the new categories were extracted, the theoretical moment, which allowed explaining the new elements and the argumentative moment, where the student establishes a position based on his experience and the information received from the experience of the interviewees and the theories exposed. The results showed that immersive reality has motivational and simulation foundations that encourage students' interest and active participation. It was concluded that immersive reality is a tool that promotes the development of computational thinking in students.","PeriodicalId":141409,"journal":{"name":"Revista Latinoamericana Ogmios","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Latinoamericana Ogmios","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.53595/rlo.v3.i8.085","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
The objective of this study was to analyze immersive reality as an educational tool to develop computational thinking. This research arises as a concern for the weaknesses observed in the performance of students in the educational institutions of the municipality of Sábanas de San Ángel, Department of Magdalena Colombia, who have low performance, noting also that teachers do not employ strategies that include the use of technologies to motivate the participation of students. The methodology of the study was based on the qualitative approach and phenomenological method; the technique to collect information was an interview structure, as an instrument a fixed and sequential interview script with open questions was used, which was applied to 12 teachers. The Atlas Ti software was used to analyze the data, the triangulation methods were considered: empirical moment, from which the new categories were extracted, the theoretical moment, which allowed explaining the new elements and the argumentative moment, where the student establishes a position based on his experience and the information received from the experience of the interviewees and the theories exposed. The results showed that immersive reality has motivational and simulation foundations that encourage students' interest and active participation. It was concluded that immersive reality is a tool that promotes the development of computational thinking in students.
本研究的目的是分析沉浸式现实作为培养计算思维的教育工具。这项研究的目的是关注哥伦比亚马格达莱纳省Sábanas de San Ángel市教育机构中学生表现不佳的问题,并注意到教师没有采用包括使用技术来激励学生参与的策略。本研究的方法论以定性方法和现象学方法为基础;收集信息的方法是访谈结构,作为一种工具,使用固定的、顺序的、带有开放性问题的访谈脚本,对12名教师进行了调查。使用Atlas Ti软件来分析数据,考虑了三角测量方法:经验时刻,从中提取新类别,理论时刻,允许解释新元素和论证时刻,学生根据自己的经验和从受访者的经验和理论中获得的信息建立立场。结果表明,沉浸式现实具有激励和模拟基础,可以激发学生的兴趣和积极参与。结论是,沉浸式现实是一种促进学生计算思维发展的工具。