The use of Digital Storytelling in education presents great benefits given its multiformat nature and the motivation it awakens in students, especially at the early childhood level. The purpose of this research is to analyze the use of Digital Storytelling (DST) in its 2D and Augmented Reality versions and to establish comparisons between both possibilities for the development of creativity at the preschool level. The type of design of this research was "pre-experimental" pretest-posttest type. The participants were 70 children from the Peruvian "casa cuna", whose ages corresponded to 5 and 6 years old. The 44.3% were girls and 55.7% were boys. A test of children's creativity was applied. The main result obtained was the increase in the scores achieved in the post-test in the 2D and 3D modalities, with more significant differences in the DST experience with augmented reality. El uso del Digital Storytelling en la educación presenta grandes beneficios dado el carácter multiformato que posee y la motivación que despierta en los estudiantes, especialmente del nivel infantil. El propósito de esta investigación consiste en analizar el uso del Digital Storytelling (DST) en sus versiones 2D y con Realidad Aumentada y establecer comparaciones entre ambas posibilidades para el desarrollo de la creatividad en el nivel preescolar. El tipo de diseño de esta investigación fue “preexperimental” del tipo pretest-postest. Los participantes fueron 70 niños de la “casa cuna” peruana, cuyas edades correspondían a los 5 y 6 años. El 44,3% eran niñas y el 55,7%, niños. Se aplicó un test de creatividad infantil. El principal resultado que se obtuvo fue el incremento en las puntuaciones alcanzadas en el postest en la modalidad 2D como 3D, se presentan diferencias más significativas en la experiencia de DST con realidad aumentada.
28 April 2023 in Journal of Technology and Science Education
The COVID-19 pandemic has produced profound changes in higher education, with the replacement of face-to-face instruction with distance or remote education, which involves the management of digital skills by teachers and students. The purpose of this research is to analyze the perception of professors with regard to digital skills and the use of gamified strategies in the teaching-learning process in a virtual context. A questionnaire was sent to 81 professors in different areas of knowledge at a Peruvian public university during the first academic semester of 2020. A strong correlation (r≥.700, p=.01) was found between the use of ICT and gamification as a resource for teaching-learning, and a moderate correlation between the knowledge of digital competences and the possibilities of application as part of the instructional strategies. From the results obtained, it is clear that the participants have a positive perception of digital skills and gamified strategies, regardless of academic degree or area of knowledge. This could provide support for the update of those proposals targeting professors in order to improve their digital skills.
En las últimas décadas, los juegos digitales se han convertido en parte esencial de la cultura de los adolescentes y jóvenes. Los consumidores de contenidos de estas plataformas se han incrementado notablemente, así como los estudios en torno a ellos. El objetivo de esta investigación consiste en analizar los contenidos generados por los usuarios en los juegos móviles Episode: Choose Your Story y Choices: Stories You Play, los cuales poseen una gran cantidad de usuarios jóvenes que difunden y expanden las historias a través de las redes sociales más importantes. Se realizaron dos estudios de casos sobre la estructura de las narrativas transmedia de estos juegos y se empleó una metodología cualitativa basada en el análisis narrativo y el análisis de contenido. Los resultados indican que, si bien ambos juegos expanden las historias en diversas plataformas, la presencia de un laboratorio de escritura por parte de Episode genera un comportamiento más delimitado en los usuarios en comparación con Choices, el cual brinda una mayor posibilidad de convertir a los consumidores en prosumidores. La enorme comunidad de fans en torno a estos juegos, corrobora la importancia de las narrativas expandidas en distintos medios.
La autoeficacia se basa en la Teoría Social Cognitiva de Bandura y desde esa perspectiva el objetivo de este estudio es examinar la relación entre la escritura académica y las creencias de autoeficacia para la escritura en estudiantes universitarios de pregrado. La muestra estuvo conformada por 176 participantes, 114 mujeres y 62 hombres, de una universidad pública peruana. La metodología desarrollada es cuantitativa de tipo correlacional. Los participantes cumplimentaron un Cuestionario de Percepción sobre Alfabetización Académica y una Escala de Autoeficacia para la Escritura. Los resultados revelan que la relación entre percepción de escritura académica y creencias de autoeficacia es moderada; no existen diferencias significativas por sexo y por programa académico. Se concluye que a mayor nivel de percepción de escritura académica mayor creencia de autoeficacia.
28 April 2023 in Journal of Technology and Science Education
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to investigate the use of serious video games in engineering education. A scoping review was carried out on serious video games that were used or designed for this purpose. The search was done in the Scopus and Web of Science databases between 2016 and 2021. The main results show that there is a strong inclination towards serious simulation video games, and they have a good degree of educational acceptance among engineering students.
The general purpose of this study was to determine the potential of using a gamified platform in the development of scientific writing skills among engineering students at a Peruvian university. To this end, a gamified web platform named Call for Papers for Engineers was designed. This platform contains mini-games focused on developing reading and writing skills for articles related to the engineering area. A quantitative methodological approach was employed, with a quasi-experimental design involving two groups: an experimental group and a control group, with pre-and post-test measurements. Additionally, the gamified platform was validated through expert judgment, and user satisfaction levels were assessed. The main results indicate that the content developed in the course and the use of the gamified web platform were effective teaching methods, as the students in the experimental group demonstrated higher performance after using the gamified platform compared to the control group. Furthermore, participants in the study expressed satisfaction with the use of this technological resource, finding it motivating and user-friendly.