SciELO - Scientific Electronic Library Online

 
vol.25“Si yo fuera joven…”: incremento en el riesgo de deserción de estudiantes universitarios mayoresEnseñanza y aprendizaje remoto de emergencia y las competencias digitales del profesorado índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados

Revista

Articulo

Indicadores

Links relacionados

  • No hay artículos similaresSimilares en SciELO

Compartir


Revista electrónica de investigación educativa

versión On-line ISSN 1607-4041

Resumen

ORMAZABAL VALLADARES, Valeska; HERNANDEZ MONTES, Lilian  y  ZUNIGA ARBALTI, Felipe. Game as a Learning Tool in Higher Education. REDIE [online]. 2023, vol.25, e28.  Epub 27-Feb-2024. ISSN 1607-4041.  https://doi.org/10.24320/redie.2023.25.e28.4952.

The aim of this research is to evaluate whether using games improves students’ learning management, as reflected in their grades, and teamwork. Games were also used as a feedback strategy. The sample was made up of 156 Chilean university students, who took part in three game activities (Kahoot!, The Alphabet Game, and a card game). Student perception of the strategy was assessed, and pretests, posttests, and examinations were conducted to determine the impact of these strategies on grades. The results revealed a favorable evaluation of games as an innovative learning and teaching strategy; the pretests and posttests showed an increase in grades after the game activity. In conclusion, games are a learning tool that makes it possible to integrate skills and motivate students in a dynamic and creative manner.

Palabras llave : learning; game; educational game; higher education.

        · resumen en Español     · texto en Español     · Español ( pdf )