Jairo Andrés Montes Gonzáles, Solanlly Ochoa Angrino, David Sebastián Baldeón Padilla, Mariana Bonilla Sáenz
{"title":"Videojuegos educativos y pensamiento científico: análisis a partir de los componentes cognitivos, metacognitivos y motivacionales","authors":"Jairo Andrés Montes Gonzáles, Solanlly Ochoa Angrino, David Sebastián Baldeón Padilla, Mariana Bonilla Sáenz","doi":"10.5294/EDU.2018.21.3.2","DOIUrl":null,"url":null,"abstract":"Videojuegos educativos y pensamiento cientifico: analisis a partir de los componentes cognitivos, metacognitivos y motivacionales Videogames educativos e pensamento cientifico: analise a partir dos componentes cognitivos, metacognitivos e motivacionais A literature review is presented to identify diverse research positions on the use of videogames in educational contexts. These positions were differentiated based on two categorizations. Firstly, aspects privileged by research for favoring scientific thinking development, such as cognitive, metacognitive and/or motivational components, were categorized. Secondly, the type of representation that research assumed when introducing videogames in education was classified. This classification derived in the proposal of two levels of representation: the level of integration, which refers to the conception of the use of videogames for their potential to present contents, transmit and communicate information; and the level of reorientation, which refers to a conception where the videogame is not the focus, but its potential to promote highorder skills, build knowledge and create interactions in an educational context. It is concluded that it is relevant to define under what representation, conditions and characteristics a videogame is used in educational contexts since this may or may not bolster the potential of this resource as a cultural tool in education. Para citar este articulo / To reference this article / Para citar este artigo Montes-Gonzalez, J. A. , Ochoa-Angrino, S. , Baldeon-Padilla, D. S. y Bonilla-Saenz, M. (2018). Videojuegos educativos y pensamiento cientifico: analisis a partir de los componentes cognitivos, metacognitivos y motivacionales. Educacion y Educadores, 21 (3), 388-408. DOI: 10.5294/edu.2018.21.3.2 Recibido: 19/04/2018 Aprobacion: 11/11/2018","PeriodicalId":30345,"journal":{"name":"Educacion y Educadores","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2019-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Educacion y Educadores","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5294/EDU.2018.21.3.2","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
Videojuegos educativos y pensamiento cientifico: analisis a partir de los componentes cognitivos, metacognitivos y motivacionales Videogames educativos e pensamento cientifico: analise a partir dos componentes cognitivos, metacognitivos e motivacionais A literature review is presented to identify diverse research positions on the use of videogames in educational contexts. These positions were differentiated based on two categorizations. Firstly, aspects privileged by research for favoring scientific thinking development, such as cognitive, metacognitive and/or motivational components, were categorized. Secondly, the type of representation that research assumed when introducing videogames in education was classified. This classification derived in the proposal of two levels of representation: the level of integration, which refers to the conception of the use of videogames for their potential to present contents, transmit and communicate information; and the level of reorientation, which refers to a conception where the videogame is not the focus, but its potential to promote highorder skills, build knowledge and create interactions in an educational context. It is concluded that it is relevant to define under what representation, conditions and characteristics a videogame is used in educational contexts since this may or may not bolster the potential of this resource as a cultural tool in education. Para citar este articulo / To reference this article / Para citar este artigo Montes-Gonzalez, J. A. , Ochoa-Angrino, S. , Baldeon-Padilla, D. S. y Bonilla-Saenz, M. (2018). Videojuegos educativos y pensamiento cientifico: analisis a partir de los componentes cognitivos, metacognitivos y motivacionales. Educacion y Educadores, 21 (3), 388-408. DOI: 10.5294/edu.2018.21.3.2 Recibido: 19/04/2018 Aprobacion: 11/11/2018
电子游戏的教育、认知、元认知、动机:分析电子游戏的教育、元认知、动机:分析电子游戏的教育、元认知、动机:分析电子游戏在教育背景下的不同研究立场。这些立场是根据两类来区分的。首先,对科学思维发展的认知成分、元认知成分和动机成分进行了分类。其次,在教育中引入电子游戏时,研究假设的表现类型是分类的。这种分类源自两种表现水平:整合水平,指的是利用电子游戏呈现内容、传递和交流信息的潜力;重新定位的层次,指的是一种概念,即电子游戏不是重点,但它具有提升高级技能、构建知识和在教育环境中创造互动的潜力。结论是,定义电子游戏在教育环境中的表现、条件和特征是相关的,因为这可能会或可能不会增强这种资源作为教育文化工具的潜力。Para citar este articulo /引用本文/ Para citar este artigo Montes-Gonzalez, J. A., Ochoa-Angrino, S., Baldeon-Padilla, D. S. y Bonilla-Saenz, M.(2018)。视频将教育与科学结合起来:分析一个人的认知,元认知和动机。教育与教育,21(3),388-408。DOI: 10.5294/edu.2018.21.3.2 Recibido: 19/04/2018方法:11/11/2018