El efecto de enseñar materias de historia con juegos digitales en el éxito académico y el pensamiento creativo de los estudiantes de un curso de estudios sociales
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https://doi.org/10.24310/ijtei.102.2024.17817Palabras clave:
estudios sociales, juego digital basado en el aprendizaje, enseñanza de historia, rendimiento académico, pensamiento creativoResumen
El propósito de esta investigación es investigar el impacto de los juegos digitales en el rendimiento académico y el pensamiento creativo de los estudiantes en la enseñanza de materias históricas en las clases de estudios sociales. Los datos para la investigación se recopilaron mediante un modelo de métodos mixtos. El grupo de estudio está formado por estudiantes de séptimo grado de dos clases separadas que estudian en una escuela afiliada al Ministerio de Educación Nacional dentro de los límites de la provincia de Erzurum durante el año académico 2022-2023. La clase A representa el grupo experimental, mientras que la clase B representa el grupo de control. Un total de 62 estudiantes participaron en la investigación, 31 en el grupo experimental y 31 en el grupo de control. Los datos cuantitativos de la investigación se recopilaron a través de Torrance Creative Thinking Test Verbal A-B Forms, una prueba de rendimiento académico desarrollada por el investigador y un formulario de observación del maestro. Los datos cualitativos se recopilaron mediante un formulario de entrevista semiestructurada desarrollado por el investigador. El análisis de datos cuantitativos de la investigación se realizó utilizando el paquete de programas SPSS 21.0. Se realizó una prueba de normalidad para determinar si los datos seguían una distribución normal. Se utilizaron pruebas paramétricas como la "prueba t de muestras pareadas, la prueba t de muestras independientes y ANOVA" para el análisis de los datos que muestran una distribución normal, mientras que se utilizaron pruebas no paramétricas como la "prueba U de Mann Whitney y la prueba de rangos con signo de Wilcoxon". utilizado para datos que no exhibieron una distribución normal. Los datos cualitativos de la investigación fueron recolectados a través del "Formulario de Entrevista" y analizados mediante análisis de contenido con el programa de análisis MAQODA 20. Como resultado de la investigación, se concluyó que los juegos digitales aumentaron el rendimiento académico de los estudiantes y fomentaron el pensamiento creativo. Además, según las opiniones de los estudiantes, los juegos digitales influyeron en los principios digitales, las actividades de pensamiento creativo y los tipos de juegos. Los estudiantes enfrentaron desafíos en la creación de videojuegos, particularmente con aplicaciones de video y escritura durante el proceso de creación de juegos digitales. El estudio debe enfocarse en el desarrollo de la creatividad de los estudiantes y en la capacidad de centrarse más en el aprendizaje, teniendo en cuenta que algunos estudiantes participan más en actividades lúdicas y creativas en lecciones impartidas con juegos digitales. Dada la reciente expansión de las aplicaciones de juegos digitales en todos los aspectos de la vida, se necesita más investigación en los estudios de aplicaciones de juegos digitales orientadas a la educación.
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