Application of a Ludic Video Game as an Alternative Resource in the Classroom. A Case Study
Abstract:
Video games are seen as a form of entertainment, but it also strengthens intellectual development. The purpose of this case study was to use video games as an alternative resource in the classroom for teaching 5th grade history. The case study was conducted among 32 pupils from Daniel Reyes Elementary school in the province of Imbabura, Ecuador. The software was developed thanks to the Scrum-Sum methodology and gamma technique. This research study used mixed methods (both qualitative and quantitative data) and a survey was conducted among the pupils to evaluate their learning before and after having used the videogame. The results showed an increase of 11.9% in correct answers. In accordance with ISO/IEC 25022 standard, it was demonstrated that the video game scored 98.20% quality in use consolidated percentage regarding efficacy, efficiency, satisfaction, freedom of risk and coverage of context.
Año de publicación:
2020
Keywords:
- Ludic videogame
- Gamification
- ISO/IEC 25022
- SCRUM-SUM
Fuente:
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Tipo de documento:
Conference Object
Estado:
Acceso restringido
Áreas de conocimiento:
- Tecnología educativa
- Tecnología educativa
Áreas temáticas:
- Juegos y diversiones de interior
- Escuelas y sus actividades; educación especial
- Ciencias de la computación