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dc.contributor.authorMaraza-Quispe, Benjamín
dc.contributor.authorTorres-Loayza, Jorge Luis
dc.contributor.authorReymer-Morales, Grunilda Telma
dc.contributor.authorSolórzano-Bernuy, Ramiro Max
dc.contributor.authorChoquehuayta-Palomino, Simon Angel
dc.contributor.authorPacori-Aviles, Fernando
dc.date.accessioned2024-04-15T11:34:06Z
dc.date.available2024-04-15T11:34:06Z
dc.date.issued2023
dc.identifier.urihttp://riull.ull.es/xmlui/handle/915/37191
dc.description.abstractThe objective of the research is to determine to what extent the use of the SimCity video game allows the development of critical thinking in the teaching-learning processes of students. The methodology applied consisted of a research with a quantitative approach of experimental type, working with a sample of 25 students selected through a simple random sampling of a population of 100 students, 10 sessions were developed using the SimCity video game, a pretest and posttest of skills and abilities required to develop critical thinking of Watson Glaser were applied, whose dimensions measured were: Inferences, assumptions, deductive reasoning, logical interpretation and evaluation of arguments. The results show that with an adequate stimulation through the use of the SimCity video game, critical thinking can have a moderate but effective development in students, from the comparison of the data obtained in the pretest and posttest a significant progress in terms of scores is observed; Likewise, the effectiveness of the use of the SimCity video game is reflected to a greater extent in inferences and evaluations of arguments, since during the posttest evaluations greater progress was observed in comparison to other skills; while the interpretation of information obtained less progress in comparison to the other skills, the use of skills such as deductive reasoning, inferences and evaluation of arguments were moderately developed. In conclusion, the use of the SimCity video game allows the development of skills and abilities to develop critical thinking according to various factors, such as the way in which it is incorporated into the curriculum reflection and analysis is carried out after the game experienceen
dc.language.isoeses_ES
dc.relation.ispartofseriesIEEE Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 18, no. 4;
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleImpacto del uso del videojuego SimCity en el desarrollo del pensamiento crítico en estudiantes: Un enfoque cuantitativo experimentales_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.identifier.doi10.1109/RITA.2023.3327066.
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.subject.keywordSimCityen
dc.subject.keywordvideo gamesen
dc.subject.keywordcritical thinkingen
dc.subject.keywordlearning.en
dc.subject.keywordcitizenshipen
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES


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