O uso de jogos online massivos em atividades de aprendizagem baseadas em jogos
DOI:
https://doi.org/10.35622/j.rie.2022.03.001Palavras-chave:
COVID-19, aprendizado, videogames, realidade virtual, mundo virtualResumo
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.
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