Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
Date
2020Author(s)
Holguin Alvarez, Jhon AlexanderTaxa, Fernanda
Tortora, Evandro
Alanya Beltran, Joel
Panduro Ramírez, Jaidy
Soto Hidalgo, Cinthya
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Show full item recordAbstract
Current educational gamifiers are based on the application of
semi-formal and non-formal platforms to lead to more
flexible learning in the current pandemic context. Given this,
we propose the objective of investigating teaching and
stimulating the learning of mathematical competencies in two
Latin American contexts. We included in the first study 142
professors from the São Paulo Government of Brazil to study
the use of the game through an evaluation by Kahoot! In
another phase, we included 257 Basic Education teachers and
1,456 students from Peru to develop an experiment with
non-serious video games. The conclusions allow us to argue
that a large part of the teachers accept the Kahoot! Platform as
an evaluating and gamifying means with equal effects to the
use of traditional games in current education. Similarly, video
games develop numerical thinking and mathematical
reasoning in students who receive a virtual education in
pandemic contexts. The contributions of the study also invite
to introduce gamifiers as attitudinal increasing elements of
complex learning in the classroom.
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- Educación primaria [41]