Heroes, students, and video games at school

Authors

DOI:

https://doi.org/10.33448/rsd-v12i8.43062

Keywords:

Video games; Appropriation of concepts; Competences and skills; Teaching.

Abstract

At the Educational Institution "San Cristóbal Sur Technical College," a lack of motivation in students towards their learning process has been observed. This issue is evident in the results obtained from administered knowledge tests, and through a historical tracing, these results have shown a decline. In order to address this problem, a strategy based on gamification was implemented. The aim of this strategy is to enhance learning processes, the grasp of concepts, their significance, and consequently, the acquisition of skills in the field of basic digital electronics. This was achieved through the creation and development of video games, implemented in the eighth grade.This strategy was applied to a group of students aged between 12 to 15 years old. They were tasked with creating their own video games related to the contents of Basic Digital Electronics. The strategy involved following the steps of the hero's journey and intertwining the concepts of Basic Digital Electronics with the storyline of the video game. The process of designing and building the video game required revisiting and connecting the concepts in a creative context, which significantly improved comprehension and retention.Furthermore, a progressive increase in the experimental group's results was observed compared to the control group. Additionally, a mixed methodology was implemented, demonstrating that the gamified approach coupled with the creation of video games had a positive impact on students' understanding and assimilation of the concepts.

References

Argudin, Y. (2001). Educación basada en competencias / Education Based in abilities: Nociones y antecedentes / Notion and Antecedent (Spanish Edition) (2nd ed.). Editorial Trillas Sa De Cv.

Artificial, I. I. I. E. (2014,). RUA: Panorámica: serious games, gamification y mucho más. http://rua.ua.es/. http://rua.ua.es/dspace/handle/10045/37972

Behrmann M, Noyons M, Johnstone B, MacQueen D, Robertson E, Palm T and Point J (2012). «State of the Art of the European Mobile Games Industry». Mobile GameArch Project.

Bowling, A. (2018). Research Methods in Health: Investigating Health and Health Services. McGraw-Hill Education.

Brown, P. C., Roediger, H. L., & McDaniel, M. A. (2014). Make It Stick: The Science of Successful Learning. Harvard University Press.

Burke, B. (2012). Gamify: How Gamification Motivates People to Do Extraordinary Things. Bibliomotion, Inc.

Burke, B. (2014). Gamification 2020: What Is the Future of Gamification? Yumpu.Com. https://www.yumpu.com/en/document/read/12000546/gamification-2020-what-is-the-future-of-gamification

Cantador, I. (2018). La competición como mecánica de gamificación en el aula: Una experiencia aplicando aprendizaje basado en problemas y aprendizaje cooperativo. Arantxa. http://arantxa.ii.uam.es/~Cantador/doc/2015/gamificacion15.pdf

Carolei, P. (2016). Gamificação como elemento de uma política pública de formação de professores: vivências mais imersivas e investigativas. www.sbgames.org. http://www.sbgames.org/sbgames2016/downloads/anais/157758.pdf

Chomsky, N. (2021). Syntactic Structures (text only) edition by N. Chomsky (2nd ed.). de Gruyter Mouton.

Comisión Europea. (2004). Competencias clave (2nd ed.). Eurydice.

Creswell, J. W., & Plano Clark, V. L. (2011). Designing and conducting mixed methods research (2nd ed.). Sage.

Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. HarperCollins.

Daboval, D., & Byra, M. (2016). The Hero's Journey: Using a Personal Narrative as a Pedagogical Tool in Education. Interchange, 47(1), 43-60.

Deterding, S. (2011). Gamification: Toward a Definition. Http://Gamification-Research.Org/. http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon.pdf

Deterding, S. (2012). Gamificación: diseñar para la motivación (Joe McCarthy ed.). Joe McCarthy. https://doi.org/10.1145/2212877.2212883

Dichev, C. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education. https://educationaltechnologyjournal.springeropen.com/articles/10.1186/s41239-017-0042-5

Ducci, M. A. (1997). El Enfoque de competencia laboral en la perspectiva internacional: formación basada en competencia laboral (2nd ed.). CINTERFOR/ OIT.

Freire, P., & Macedo, D. (2018). Pedagogy of the Oppressed: 50th Anniversary Edition (4th ed.). Bloomsbury Academic.

Fullerton, Tracy (2008). Game Design Workshop: A Playcentric Aproach to Creating Innovative Games http://host.conseiljedi.com/~kira/Game%20Design%20Workshop-A%20playcentric%20approach%20to%20creating%20innovative%20games-2nd%20Edition.pdf (en inglés). 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA: Elsevier. p. 299. ISBN 978-0-240-80974-8. Recuperado el 12 de junio de 2021.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Computers in Entertainment (CIE), 1(1), 20-20.

Grover, S., & Pea, R. (2013). Computational Thinking in K-12: A Review of the State of the Field. Educational Researcher, 42(1), 38-43. doi:10.3102/0013189X12463051

Hamari, J. (2014, Enero 1). Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification. IEEE Conference Publication | IEEE Xplore. https://ieeexplore.ieee.org/document/6758978

Humphrey, C., & Parkin, S. (2019). Introduction to Research in the Health Sciences. Elsevier.

Hubbard, R. S. (2001). Diary Methods: Understanding Qualitative Research. Qualitative Inquiry, 7(6), 751-773.

Hulley, S. B., Cummings, S. R., Browner, W. S., Grady, D. G., & Newman, T. B. (2018). Diseño de la investigación clínica. Wolters Kluwer Health.

Jaramillo, O. (2013). Educación y videojuegos: Hacia un aprendizaje inmersivo. Https://Www.Academia.Edu/. https://www.academia.edu/37431073/Educaci%C3%B3n_y_videojuegos_Hacia_un_aprendizaje_inmersivo

Jaramillo, O. J. (2012). Educación y videojuegos. Dialnet. https://dialnet.unirioja.es/servlet/articulo?codigo=5791107

Johnson, R. B., & Onwuegbuzie, A. J. (2004). Mixed methods research: A research paradigm whose time has come. Educational Researcher, 33(7), 14-26.

Kapp, K. (2012). Games, Gamification, and the Quest for Learner Engagement. www.td.org. https://www.td.org/magazines/td-magazine/games-gamification-and-the-quest-for-learner-engagement

L.’ A. I. (2018). El paradigma de la educación en África. Fundación Sur. https://www.africafundacion.org/el-paradigma-de-la-educacion-en-africa#:%7E:text=En%20%C3%81frica%2C%20la%20educaci%C3%B3n%20es,sirve%20como%20marco%20de%20acci%C3%B3n.

Latoschik, M. E. (2018). Conferencia sobre juegos y mundos virtuales para aplicaciones serias, VS-GAMES. IEEE. https://ieeexplore.ieee.org/xpl/conhome/8492976/proceeding

Lee, J. (2011). Gamification in Education: What, How, Why Bother? Www.Academia.Edu. https://www.academia.edu/570970/Gamification_in_Education_What_How_Why_Bother

Marín-Díaz, V. (2015). La gamificación educativa. Una alternativa para la enseñanza creativa | Marín-Díaz | Digital Education Review. Revistes.Ub.Edu. https://revistes.ub.edu/index.php/der/article/view/13433/pdf

McNiff, J. (2010). You and Your Action Research Project (4th ed.). Routledge.

Morin, E. (2021). Educar para a Era Planetaria (Educacao ed.). Instituto Piaget.

Moreira, M. A. (2015). De la enseñanza con libros de texto al aprendizaje en espacios online gamificados | Educatio Siglo XXI. Educatio Siglo XXI. http://revistas.um.es/educatio/article/view/240791

Neenan, M. (2008). From Cognitive Behaviour Therapy (CBT) to Cognitive Behaviour Coaching (CBC), Journal of Rational-Emotive & Cognitive-Behavior Therapy. DeepDyve. https://www.deepdyve.com/lp/springer-journal/from-cognitive-behaviour-therapy-cbt-to-cognitive-behaviour-coaching-T5CGKMNJCe?key=springer

Palazón-Herrera, J. (2015). Vista de Motivación del alumnado de educación secundaria a través del uso de insignias digitales. produccioncientificaluz.org. https://produccioncientificaluz.org/index.php/opcion/article/view/20164/20088

Papert, S. (1980). Mindstorms: Children, Computers, And Powerful Ideas. Basic Books.

Perrenoud, P. (2004). Diez nuevas competencias para enseñar (Biblioteca de Aula) (Spanish Edition) (1st ed.). Editorial Graó.

Perrota, C. (2103). Game-based learning: latest evidence and future directions. Https://Www.Nfer.Ac.Uk/. https://www.nfer.ac.uk/publications/game01/game01.pdf

Prensky, M. (2005). Nativos e Inmigrantes Digitales. Https://Marcprensky.Com/. https://marcprensky.com/writing/Prensky-NATIVOS%20E%20INMIGRANTES%20DIGITALES%20(SEK).pdf

Price, P. C. (2008). Designing and Analyzing Experiments in Psychology. Routledge.

Reljic, T., Lawrentschuk, N., & Bolton, D. (2020). Control groups in clinical trials. BJU International, 125(1), 14-17.

Resnick, M. (2017). Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play. MIT Press.

Robinson, K. (2001). Out of our minds: Learning to be creative. Capstone Publishing.

Roe, R. (2003). ¿Qué hace competente a un psicólogo? Https://Www.Redalyc.Org/. https://www.redalyc.org/pdf/778/77808601.pdf

Tobon, S. (2008). Formacion Basada En Competencias Pensamiento Complejo (2nd ed.). ECOE Ediciones.

Tori, R. (2015). UniRede – Association of Networked Universities. www.aunirede.org. https://www.aunirede.org.br/portal/

Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.

Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35.

Zabala, A. (2007). 11 Ideas Clave. Cómo aprender y enseñar competencias (Spanish Edition). Editorial Graó.

Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). O’Reilly Media.

Published

28/08/2023

How to Cite

JIMENEZ DUARTE, R. J. . Heroes, students, and video games at school. Research, Society and Development, [S. l.], v. 12, n. 8, p. e15112843062, 2023. DOI: 10.33448/rsd-v12i8.43062. Disponível em: https://rsdjournal.org/index.php/rsd/article/view/43062. Acesso em: 4 dec. 2024.

Issue

Section

Teaching and Education Sciences