Serious game as a way to boost self-regulated learning in higher education


Abstract:

Educational technology favors learning in the university context. In the same way, in the last decades, selfregulated learning has gained relevance in the scientific community because students controls, at their own pace, the way they learns best. Therefore, the present study analyzes educational praxis linked to serious game, in order to identify the self-regulation strategies that are enhanced. Design-Based Research was utilised to examine a group of 30 students of Sociology at the Technical University of Machala (UTMACH), in Ecuador. During the analysis of the data collected with a parametric t-test it was identified that out of the 10 self-regulation strategies analyzed, serious gaming primarily boosts three of them: goal-setting and planning; seeking information; and self-consequences.

Año de publicación:

2017

Keywords:

    Fuente:

    scopusscopus

    Tipo de documento:

    Article

    Estado:

    Acceso restringido

    Áreas de conocimiento:

    • Tecnología educativa

    Áreas temáticas:

    • Escuelas y sus actividades; educación especial
    • Juegos de habilidad de interior