Impact of the Use of the Video Game SimCity on the Development of Critical Thinking in Students: A Quantitative Experimental Approach

IF 16.4 1区 化学 Q1 CHEMISTRY, MULTIDISCIPLINARY
Benjamín Maraza-Quispe;Jorge Luis Torres-Loayza;Grunilda Telma Reymer-Morales;Ramiro Max Solórzano-Bernuy;Simon Angel Choquehuayta-Palomino;Fernando Miguel Pacori-Aviles
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Abstract

The objective of the research is to determine to what extent the SimCity video game allows the development of critical thinking in the teaching-learning processes of students. The methodology applied consisted of research with a quantitative approach of experimental type, working with a sample of 25 students selected through a simple random sampling of a population of 100 students, 10 sessions were developed using the SimCity video game, a pretest, and posttest of skills and abilities required to develop critical thinking of Watson Glaser were applied, whose dimensions measured were: Inferences, assumptions, deductive reasoning, logical interpretation and evaluation of arguments. The results show that with adequate stimulation through the use of the SimCity video game, critical thinking can have a moderate but effective development in the students, from the comparison of the data obtained in the pretest and posttest, significant progress in terms of scores is observed; Likewise, the effectiveness of the use of the SimCity video game is reflected a greater extent in inferences and evaluations of arguments, since during the posttest evaluations greater progress was observed in comparison to other skills; while the interpretation of information obtained less progress in comparison to the other skills, the use of skills such as deductive reasoning, inferences and evaluation of arguments were moderately developed. In conclusion, the use of the SimCity video game allows the development of skills and abilities to develop critical thinking according to various factors, such as how it is incorporated into the curriculum, the orientation and guidance of teachers, and how reflection and analysis is carried out after the game experience.
电子游戏模拟城市对学生批判性思维发展的影响:一种定量实验方法
该研究的目的是确定模拟城市视频游戏在多大程度上允许学生在教学过程中发展批判性思维。所采用的方法包括采用实验型定量方法的研究,从100名学生中随机抽取25名学生作为样本,使用模拟城市视频游戏开发10个环节,对培养Watson Glaser批判性思维所需的技能和能力进行前测和后测,其测量维度为:推论、假设、演绎推理、逻辑解释和论证评价。结果表明:通过模拟城市电子游戏的充分刺激,学生的批判性思维得到了适度而有效的发展,从前测和后测数据对比来看,学生的批判性思维得分有明显的进步;同样地,使用《模拟城市》电子游戏的有效性也更大程度上反映在对争论的推断和评估中,因为在测试后的评估中,与其他技能相比,我们观察到更大的进步;虽然与其他技能相比,信息解释的进步较小,但演绎推理、推断和评价论点等技能的使用得到了适度发展。综上所述,使用模拟城市视频游戏可以根据各种因素发展批判性思维的技能和能力,例如如何将其纳入课程,教师的定位和指导,以及如何在游戏体验后进行反思和分析。
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来源期刊
Accounts of Chemical Research
Accounts of Chemical Research 化学-化学综合
CiteScore
31.40
自引率
1.10%
发文量
312
审稿时长
2 months
期刊介绍: Accounts of Chemical Research presents short, concise and critical articles offering easy-to-read overviews of basic research and applications in all areas of chemistry and biochemistry. These short reviews focus on research from the author’s own laboratory and are designed to teach the reader about a research project. In addition, Accounts of Chemical Research publishes commentaries that give an informed opinion on a current research problem. Special Issues online are devoted to a single topic of unusual activity and significance. Accounts of Chemical Research replaces the traditional article abstract with an article "Conspectus." These entries synopsize the research affording the reader a closer look at the content and significance of an article. Through this provision of a more detailed description of the article contents, the Conspectus enhances the article's discoverability by search engines and the exposure for the research.
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