Video games in the Classroom: A Didactic Strategy

This research explores the use of a video game for educational purposes, Monsters versus Viruses, in the context of the COVID-19 pandemic in Uruguay. The objective was to investigate the potential use of a video game in two educational centers, in order to understand the logics of its incorporation...

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Tác giả chính: Questa-Torterolo, Mariela (author)
Tác giả khác: Tejera Techera, Andrea (author), Zorrilla de San Martín, Verónica (author)
Định dạng: article
Ngôn ngữ:Tiếng Tây Ban Nha
Tiếng Anh
Được phát hành: 2022
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Truy cập trực tuyến:https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250
http://hdl.handle.net/20.500.11968/4654
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author Questa-Torterolo, Mariela
author2 Tejera Techera, Andrea
Zorrilla de San Martín, Verónica
author2_role author
author
author_browse Questa-Torterolo, Mariela
Tejera Techera, Andrea
Zorrilla de San Martín, Verónica
author_facet Questa-Torterolo, Mariela
Tejera Techera, Andrea
Zorrilla de San Martín, Verónica
author_role author
collection RAD
dc.creator.none.fl_str_mv Questa-Torterolo, Mariela
Tejera Techera, Andrea
Zorrilla de San Martín, Verónica
dc.date.none.fl_str_mv 2022-06-20
dc.format.none.fl_str_mv application/pdf
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dc.identifier.none.fl_str_mv https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250
10.18861/cied.2022.13.2.3250
http://hdl.handle.net/20.500.11968/4654
dc.language.none.fl_str_mv spa
eng
dc.publisher.none.fl_str_mv Universidad ORT Uruguay
dc.relation.none.fl_str_mv https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250/3600
https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250/3841
https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250/3654
https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250/3679
dc.rights.none.fl_str_mv http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
dc.source.none.fl_str_mv Cuadernos de Investigación Educativa; Vol. 13 No. 2 (2022)
Cuadernos de Investigación Educativa; Vol. 13 Núm. 2 (2022)
Cuadernos de Investigación Educativa; v. 13 n. 2 (2022)
1688-9304
1510-2432
10.18861/cied.2022.13.2
reponame:RAD
instname:Universidad ORT Uruguay
instacron:Universidad ORT
dc.subject.none.fl_str_mv estrategias de enseñanza
videojuegos
aprendizaje situado
motivación estudiantil
COVID-19
investigación en el aula
educational strategies
video games
situated learning
student motivation
COVID-19
classroom research
estratégias do ensino
videogames
aprendizagem situada
motivação do aluno
COVID-19
pesquisa em sala de aula
dc.title.none.fl_str_mv Video games in the Classroom: A Didactic Strategy
El videojuego en el aula: su inclusión como estrategia didáctica
O videogame na sala de aula: sua inclusão como estratégia didática
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
info:eu-repo/semantics/publishedVersion
description This research explores the use of a video game for educational purposes, Monsters versus Viruses, in the context of the COVID-19 pandemic in Uruguay. The objective was to investigate the potential use of a video game in two educational centers, in order to understand the logics of its incorporation as a pedagogical strategy in primary school classrooms. A case study was implemented, articulated through pilot tests in five groups and the conduction of four semi-structured interviews with both referents in educational technologies and teachers. The most relevant result is the multiplicity of ideas that arise among the interviewees about possible strategies to be developed with the video game in class. Likewise, the general positive assessment of the interviewees on the use of video games at the educational level is evident, highlighting both obstacles and facilitators at the time of their implementation. As a main conclusion, there is a need to continue investigating the subject in the country, generating knowledge about teachers’ experiences, as there are no records that allow exchanging experiences or that evaluate the effects of video games in primary education.
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spelling Video games in the Classroom: A Didactic StrategyEl videojuego en el aula: su inclusión como estrategia didácticaO videogame na sala de aula: sua inclusão como estratégia didáticaQuesta-Torterolo, MarielaTejera Techera, AndreaZorrilla de San Martín, Verónicaestrategias de enseñanzavideojuegosaprendizaje situadomotivación estudiantilCOVID-19investigación en el aulaeducational strategiesvideo gamessituated learningstudent motivationCOVID-19classroom researchestratégias do ensinovideogamesaprendizagem situadamotivação do alunoCOVID-19pesquisa em sala de aulaThis research explores the use of a video game for educational purposes, Monsters versus Viruses, in the context of the COVID-19 pandemic in Uruguay. The objective was to investigate the potential use of a video game in two educational centers, in order to understand the logics of its incorporation as a pedagogical strategy in primary school classrooms. A case study was implemented, articulated through pilot tests in five groups and the conduction of four semi-structured interviews with both referents in educational technologies and teachers. The most relevant result is the multiplicity of ideas that arise among the interviewees about possible strategies to be developed with the video game in class. Likewise, the general positive assessment of the interviewees on the use of video games at the educational level is evident, highlighting both obstacles and facilitators at the time of their implementation. As a main conclusion, there is a need to continue investigating the subject in the country, generating knowledge about teachers’ experiences, as there are no records that allow exchanging experiences or that evaluate the effects of video games in primary education.La investigación explora la utilización de un videojuego con fines educativos, Monstruos versus Virus, relacionado al contexto de pandemia por COVID-19 en Uruguay. El objetivo fue indagar en las potencialidades del uso de un videojuego en dos centros educativos, de manera de comprender las lógicas de su incorporación como estrategia pedagógica en aulas de enseñanza primaria. Se implementó un estudio de casos, articulado mediante pruebas piloto del videojuego en cinco grupos, y la realización de cuatro entrevistas semiestructuradas a referentes de tecnologías educativas de los centros y docentes involucrados en las pruebas. Como resultado más relevante se encuentra la multiplicidad de ideas que surgen entre los entrevistados, respecto de posibles estrategias a desarrollar con el videojuego en clase. Asimismo, se evidencia la valoración general positiva de los entrevistados sobre el uso de videojuegos a nivel educativo, destacándose algunos obstáculos y facilitadores a la hora de su implementación. Como conclusión principal, se señala la necesidad de seguir indagando en la temática en el país, generando conocimiento sobre las experiencias de los docentes, en tanto no existen registros que permitan intercambiar experiencias o evaluar los efectos de los videojuegos en la enseñanza primaria.A pesquisa explora o uso de um videogame para fins educacionais, Monsters versus Viruses, relacionado ao contexto da pandemia COVID-19 no Uruguai. O objetivo foi investigar as potencialidades do uso de um videogame, em dois centros educacionais, a fim de compreender as lógicas de sua incorporação como estratégia pedagógica nas salas de aula do ensino fundamental. Foi implementado um estudo de caso, articulado por meio de testes piloto do videogame em cinco grupos e a realização de quatro entrevistas semiestruturadas com referências de tecnologias educacionais dos centros e professores envolvidos nas provas. O resultado mais relevante é a multiplicidade de ideias que surgem entre os entrevistados, em relação a possíveis estratégias a serem desenvolvidas com o videogame em sala de aula. Da mesma forma, é evidente a avaliação positiva geral dos entrevistados sobre o uso de videogames no nível educacional, destacando alguns obstáculos e facilitadores no momento de sua implementação. Como conclusão principal, ressalta-se a necessidade de continuar investigando o tema no país, gerando conhecimento sobre as experiências dos professores, uma vez que não há registros que permitam a troca de experiências ou avaliação dos efeitos dos videogames na educação básica.Universidad ORT Uruguay2022-06-20info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/pdftext/htmltext/xmlhttps://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/325010.18861/cied.2022.13.2.3250http://hdl.handle.net/20.500.11968/4654Cuadernos de Investigación Educativa; Vol. 13 No. 2 (2022)Cuadernos de Investigación Educativa; Vol. 13 Núm. 2 (2022)Cuadernos de Investigación Educativa; v. 13 n. 2 (2022)1688-93041510-243210.18861/cied.2022.13.2reponame:RADinstname:Universidad ORT Uruguayinstacron:Universidad ORTspaenghttps://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250/3600https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250/3841https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250/3654https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250/3679http://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessoai:rad.ort.edu.uy:20.500.11968/46542026-06-16T04:12:12Z
spellingShingle Video games in the Classroom: A Didactic Strategy
Questa-Torterolo, Mariela
estrategias de enseñanza
videojuegos
aprendizaje situado
motivación estudiantil
COVID-19
investigación en el aula
educational strategies
video games
situated learning
student motivation
COVID-19
classroom research
estratégias do ensino
videogames
aprendizagem situada
motivação do aluno
COVID-19
pesquisa em sala de aula
status_str publishedVersion
title Video games in the Classroom: A Didactic Strategy
title_full Video games in the Classroom: A Didactic Strategy
title_fullStr Video games in the Classroom: A Didactic Strategy
title_full_unstemmed Video games in the Classroom: A Didactic Strategy
title_short Video games in the Classroom: A Didactic Strategy
title_sort Video games in the Classroom: A Didactic Strategy
topic estrategias de enseñanza
videojuegos
aprendizaje situado
motivación estudiantil
COVID-19
investigación en el aula
educational strategies
video games
situated learning
student motivation
COVID-19
classroom research
estratégias do ensino
videogames
aprendizagem situada
motivação do aluno
COVID-19
pesquisa em sala de aula
url https://revistas.ort.edu.uy/cuadernos-de-investigacion-educativa/article/view/3250
http://hdl.handle.net/20.500.11968/4654