scholarly journals Serious Games: herramientas para el aprendizaje / An Experience of Serious Game as a Learning Tool

Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]

Author(s):  
Ameen Ghyama

This study is an investigation of the educational games used in Yemeni high school classes. The main objective is to find out the extent to which Yemeni teachers are aware of the utility described in the theoretical part and whether they make use of EFL games in their classes while teaching English. Equally, this study tries to probe into some of the Yemeni EFL learners’ viewpoints towards using EFL games in the learning process-besides shedding light on the types of games they generally prefer. The approach I used was purely quantitative in nature, but I also relied on the qualitative approach. Twenty teachers and one hundred high school students were given a questionnaire about using games in English teaching and learning. The results were analyzed and show that games can be a unique opportunity for teachers to teach meaningfully and communicatively English in real-life contexts as well as the learners encourage and increase cooperation and collaboration among them and acquire the vocabulary easily. Using English teaching EFL games, in my opinion, can mitigate such difficulties facing Yemeni teachers in teaching English. Carefully choosing the right games can help a great deal in encouraging students to learn avidly. Furthermore, good EFL games have a great role to play in creating a stress-free learning atmosphere, and at the same time make it possible for students to practice the desired language skills. The key significance is that games are not mere time-fillers; rather, this study tries to guide and help teachers see when to use games, how to choose games that cater to students’ needs and interests. Based on these results, some practical recommendations were formulated in order to enhance Yemeni EFL teaching and learning through using games.


2018 ◽  
Vol 10 (2) ◽  
pp. 261-273 ◽  
Author(s):  
Veronika Bikse ◽  
Inese Lusena – Ezera ◽  
Baiba Rivza

Purpose The purpose of this study is to identify the problems and possibilities for development of innovative start-ups in Latvia. Design/methodology/approach To achieve the aim of this study, a survey of Latvia’s high school students in 2015 (n = 5,910) was undertaken by an online questionnaire within a financial skill built-up contest “New Financial Expert 2016” held by the Financial Institute of Swedbank (Swedbank survey, 2016). Further, Latvia University of Agriculture master students (n = 97) were interviewed in the year 2016 to identify master students opinion about necessary support for entrepreneurship, future services or goods with potentially high added value and find out their readiness for innovative action. Findings A comparative analysis of data of the master student interviews and the survey of Latvia’s high school students showed that most of the youth associated their entrepreneurship prospects with innovative ideas, new technologies and new skills. The results of the research indicated that the foundation of start-up enterprises in Latvia led to positive results and gave an impulse to increasing economic activities as there were the necessary preconditions for their development. Originality/value The studies are mostly dedicated to start-ups that are less likely to innovate and have linked the concept of the start-up with business incubation. Unlike other studies, this is a specific research that provides insights into the situation in Latvia and is directed toward building innovative start-up enterprises that should be linked with the growth-oriented new technology, globalization and global market with a focus on innovation. Thus, research findings contribute to extant research on the possibilities of development of innovative start-up enterprises in Latvia and advance the present understanding of the main problems in the creation of new innovative start-ups.


ForScience ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e00920
Author(s):  
Paula Cristina de Paula Caldas ◽  
Venilson Luciano Benigno Fonseca

Inúmeras são as ferramentas que o professor pode usar no processo de ensino e aprendizagem. Dentre elas, a avaliação formativa, aquela que ocorre ao longo do processo e que tem por finalidade o acompanhamento do desenvolvimento dos alunos, sendo seus resultados um guia para as futuras ações do professor. Este trabalho apresenta os benefícios e as dificuldades da aplicação do Kahoot! Quiz como um modelo de avaliação formativa. Por meio deste jogo, os alunos puderam ser avaliados divertindo-se ao longo do processo, sem que a parte educativa fosse preterida. É uma pesquisa de caráter qualitativo na qual foi feito um estudo de caso com os alunos do primeiro ano do Ensino Médio do IFMG - Campus Congonhas no ano de 2019, na disciplina de Química I. Palavras-chave: Kahoot! Quiz. Avaliação formativa. Jogos didáticos Online. Continuous learning assessment and the use of educational games in chemistry classes: quiz with high school students Abstract The teacher can use countless tools in the teaching and learning processes. Among them, the formative assessment, the one that occurs throughout the process, has the purpose of monitoring the students' development and its result is a guide for the teacher future actions. This research will present the benefits and difficulties of applying Kahoot! Quiz as a formative assessment. Through this game, students could be evaluated and having fun throughout the process, without the educational part being neglected. It is a qualitative research in which a study was conducted with the students of the first year of high school at IFMG-campus Congonhas in 2019, in the Chemistry I discipline. Keywords: Kahoot Quiz. Formative assessment. Educational Online Games.      


2012 ◽  
Vol 18 (1) ◽  
pp. 30
Author(s):  
Anni Holila Pulungan

The study deals with the Contextual Teaching and Learning of the students’ reading comprehension at junior high school. Contextual Teaching and Learning is a new alternative for every teachers to relate the materials to the real world. The aims of the research are to analyze the effect of non and CTL method of the students’ reading comprehension.  The research method is an experimental method. The data analysis is taken from the two classess. Then, they divided into two  groups, the control and experimental group. The major findings of the study shows that the effect of Contextual Teaching and Learning on the students’ reading comprehension is better than the non CTL method-lecture method for the junior high school students.


2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Uswatun Hasanah ◽  
Suratno Suratno ◽  
Mochammad Iqbal

The implementation of Contextual Teaching and Learning (CTL) based on lesson study aimed to determine its effect on the biology learning achievement of high school students. This referred to quasi-experimental research by applying CTL learning based on lesson study to the experimental class and conventional learning in the control class. The population in this study amounted to 286 students (Science X class students of SMA Negeri 2 Jember). The sample in this study was determined through homogeneity test, normality test, and random sampling to determine the control class and the experimental class. The students' affective learning achievement was analyzed by using the independent sample t-test, while their cognitive learning achievement was analyzed by using ANAKOVA test. Based on the test results of the independent sample t-test, it was found that the students' affective learning achievement differed significantly between the students in experimental class and control class. Based on the results of ANAKOVA test, it was known that the application of CTL learning based on Lesson Study has a significant effect on students' cognitive learning achievement.


2020 ◽  
Vol 18 (2) ◽  
pp. 147
Author(s):  
Yuliana Mara Yuliantini ◽  
Aunurrahman Aunurrahman ◽  
Ageung Darajat

<p><strong>Abstract</strong></p><p>This research aimed to improve reading comprehension of public senior high school students by using Experience-Text-Relationship method. The research was done in two cycles and involved 31 eleventh-grade students of a public senior high school in SimpangDua, Ketapang in the Academic Year of 2018/2019. The researcher used observation field notes and reading tests to collect data of the study. A collaborator was involved during the observations and practices to build trustworthy of the study. The data from the observation field notes were analyzed qualitatively and the data from the reading test results were analyzed by using descriptive statistics. The analysis of the observation field notes shows that the students became active and polite, had high enthusiasm in the teaching and learning processes. The analysis of the reading test results also reveals that the students had improved their reading comprehension. In conclusion, Experience-Text-Relationship method can improve the students’ reading comprehension.</p><p> </p><p><strong><em>Abstrak</em></strong></p><p><em>Penelitian bertujuan untuk meningkatkan pemahaman membaca siswa SMA negeri menggunakan metode Experience-Text-Relationship. Penelitian ini menggunakan dua siklus dan melibatkan 31 siswa kelas sebelas siswa di salah satu SMA negeri di SimpangDua, Kabupaten Ketapang pada Tahun Akademik 2018/2019. Peneliti menggunakan catatan lapangan observasi dan tes membaca untuk mengumpulkan data penelitian. Seorang kolaborator dilibatkan selama pengamatan dan praktik untuk membangun penelitian yang dapat dipercaya. Data dari catatan lapangan observasi dianalisis secara kualitatif dan data dari hasil tes membaca dianalisis dengan menggunakan statistik deskriptif. Analisis catatan observasi lapangan menunjukkan bahwa siswa menjadi aktif dan sopan, memiliki antusiasme yang tinggi dalam proses belajar-mengajar. Analisis hasil tes membaca juga mengungkapkan bahwa terjadi peningkatan pemahaman membaca siswa. Kesimpulannya, metode </em>Experience-Text-Relationship <em>dapat</em><em> membantu meningkatkan pemahaman membaca siswa.</em></p>


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