O uso de jogos online massivos em atividades de aprendizagem baseadas em jogos

Autores

DOI:

https://doi.org/10.35622/j.rie.2022.03.001

Palavras-chave:

COVID-19, aprendizado, videogames, realidade virtual, mundo virtual

Resumo

A popularidade de jogos online multiplayer massivos, como Minecraft e Roblox, despertou a atenção de professores e pesquisadores educacionais na última década. O objetivo deste artigo é fornecer uma experiência preliminar em sala de aula usando o Roblox em atividades de aprendizado baseadas em jogos por meio de pesquisa-ação. Utilizou-se amostragem por conveniência e por cotas, intervindo em quatro grupos de diferentes níveis de escolaridade: 1 secundário, 1 médio e 2 universitários. As atividades de aprendizado com Roblox foram realizadas durante o ano letivo de 2020-2021 durante a pandemia de COVID-19 que forçou as escolas mexicanas a se tornarem digitais. Roblox foi usado para aprender conteúdo (como dinossauros, doenças contagiosas, definição de sistemas) e habilidades interpessoais (negociação, cooperação). A percepção de aprendizagem dos participantes foi explorada por meio de dados quantitativos e qualitativos. Os resultados sugerem que os alunos gostaram da atividade de aprendizagem Roblox, pois permitiu a interação social entre os colegas. Os alunos avaliaram a aprendizagem por meio da aula de atividade Roblox em diferentes escalas (3,08; 3,18; 4,07 e 4,21 na escala Likert). Os resultados indicam que existem diferenças geracionais entre os grupos. Por fim, o artigo oferece sugestões concretas para o uso do Roblox no contexto educacional.

Biografia do Autor

  • Lorena Hernández, Universidad del Caribe

    Profesora Investigadora de Tiempo Completo en la Universidad del Caribe en Cancún, Quintana Roo- México. Tiene una Licenciatura en Psicología por la Universidad Nacional Autónoma de México (UNAM). Acreditó una Maestría en Administración por el ITESM (Instituto Tecnológico de Estudios Superiores de Monterrey, Campus Ciudad de México). Cuenta con un Doctorado en Estudios Organizacionales por la Universidad Autónoma Metropolitana (UAM). Actualmente funge como coordinadora del programa de Maestría en Innovación y Gestión del Aprendizaje Organizacional en la Universidad del Caribe.

  • Verónica Hernández, National Autonomous University of Mexico

    Médica Veterinaria Zootecnista egresada de la Universidad Nacional Autónoma de México, con Especialidad en Formación de Competencias para la Atención a la Diversidad Educativa Psi-Puedo. Actualmente docente en materias de Ciencias y Laboratorios a Nivel Medio en el estado de Quintana Roo, México.

  • Farah Neyra, National Autonomous University of Mexico

    Médica Veterinaria Zootecnista por la Universidad Nacional Autónoma de México, C.U. con más de 15 años al servicio de la educación básica y media superior, cuenta con una Maestría en Gestión e Innovación Educativa por la Universidad Motolinía del Pedregal. Actualmente se desempeña como Coordinadora de grado en el Instituto de Humanidades y Ciencias, A.C. de C.V. en la Ciudad de México. También funge como profesora de tiempo completo en el área de Ciencias en la misma Institución.

  • Julieta Carrillo, Universidad del Caribe

    Julieta Carrillo Acosta es profesora de tiempo completo en la Universidad del Caribe . Esta adscrita al departamento de idiomas. Posee un doctorado en educacion por la Universidad de Sur campus Cancun Q. Roo Mexico. Cuenta con una maestria en psicopedagogia por la Universidad Nacional a Distancia de Costa Rica asi como un posgrado en diseño de entornos virtuales de aprendizaje por la Organizacion de los Estados Iberoamericanos . Tambien Es egresada de la Normal Superior de Educacion en Cancun en donde obtuvo el grado de licenciada en Educacion Media Superior especializada en la enseñanza del ingles como segunda lengua en donde obtuvo el segundo mejor promedio de su generacion.

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Publicado

2022-03-07

Edição

Seção

Artículos originales

Como Citar

O uso de jogos online massivos em atividades de aprendizagem baseadas em jogos. (2022). Revista Innova Educación, 4(3), 7-30. https://doi.org/10.35622/j.rie.2022.03.001

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