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dc.contributor.authorHolguin Alvarez, Jhon Alexander
dc.contributor.authorTaxa, Fernanda
dc.contributor.authorTortora, Evandro
dc.contributor.authorAlanya Beltran, Joel
dc.contributor.authorPanduro Ramírez, Jaidy
dc.contributor.authorSoto Hidalgo, Cinthya
dc.date.accessioned2021-10-01T02:09:32Z
dc.date.available2021-10-01T02:09:32Z
dc.date.issued2020
dc.identifier.issn2278-3091
dc.identifier.urihttps://hdl.handle.net/20.500.12692/70394
dc.description.abstractCurrent 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.en_US
dc.formatapplication/pdfes_PE
dc.language.isoenges_PE
dc.publisherUniversidad César Vallejoes_PE
dc.relation.ispartofseriesInternational Journal of Advanced Trends in Computer Science and Engineering;9(5): 8615-8620
dc.rightsinfo:eu-repo/semantics/openAccesses_PE
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es_PE
dc.sourceRepositorio Institucional - UCVes_PE
dc.sourceUniversidad César Vallejoes_PE
dc.subjectRealidad virtual en la educaciónes_PE
dc.subjectEducación a distanciaes_PE
dc.subjectGamificaciónes_PE
dc.titleVideo games and Kahoot! as cognitive gamifiers in compulsory social isolationes_PE
dc.title.alternative¡Videojuegos y Kahoot! como gamificadores cognitivos en aislamiento social obligatorioes_PE
dc.typeinfo:eu-repo/semantics/articlees_PE
thesis.degree.grantorUniversidad César Vallejo. Facultad de Derecho y Humanidadeses_PE
dc.description.sedeLima Nortees_PE
dc.description.escuelaEscuela de Educaciónes_PE
dc.identifier.doihttps://doi.org/10.30534/ijatcse/2020/245952020
dc.subject.ocdehttps://purl.org/pe-repo/ocde/ford#5.03.01es_PE
dc.publisher.countryPEes_PE
dc.relation.isPartOfurn:issn:2278-3091es_PE


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