Learning self-efficacy, academic engagement and participation in Minecraft

opportunities of the game in communication sciences teaching

Authors

  • Maria Isabel Villa Montoya Universidad EAFIT
  • David Sebastián Baldeón Padilla Pontificia Universidad Javeriana Cali
  • Diego Fernando Montoya Bermudez Pontificia Universidad Javeriana Cali
  • Aura Maria Vargas Ramos Pontificia Universidad Javeriana Cali

DOI:

https://doi.org/10.4185/RLCS-2022-1783

Keywords:

Self-efficacy, engagement, participation, Minecraft

Abstract

Introduction. Minecraft has been widely used in educational spaces with positive effects on the development of creativity, engagement or collaboration. Methodology. This article shows the results of a learning experience based on the Minecraft game, in postgraduate students in the field of communication aimed at distinguishing the processes of online access, interaction and participation. The analysis of the perception of learning self-efficacy, academic engagement and participation included techniques typical of virtual ethnography such as observation and semi-structured interviews. Results. This paper provides a three-dimensional view of the game-based learning process as a consequence of a combination of perceived self-efficacy, participation and engagement. Discussion. The analysis of the relationships between the theoretical perspectives employed shows the need to contemplate participation in the design of educational experiences to counteract self-regulation deficits and increase student motivation and engagement. Conclusions. The integration of theoretical perspectives is necessary both for the research of game-based learning experiences and for their design. The mixture of perspectives tested in this study may expand the empirical and theoretical understanding of the problem in future research.

 

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Author Biographies

Maria Isabel Villa Montoya, Universidad EAFIT

Ph.D. in Communication Content in the Digital Age and Master’s Degree in Audiovisual Communication and Advertising from the Universitat Autònoma de Barcelona, Social Communicator - Journalist from the Universidad Pontificia Bolivariana. Her research interests revolve around audience participation in digital media, cross-media production, and collective intelligence. She is the coordinator of the Master's Degree in Transmedia Communication at Universidad EAFIT and a member of the Education and Cultural Studies research group at the same institution, where she is a full professor. mvilla@eafit.edu.co

Índice H: 12

Orcid ID: https://orcid.org/0000-0002-4903-4223

Google Scholar: https://scholar.google.com/citations?user=V0cWD1QAAAAJ&hl=es

David Sebastián Baldeón Padilla, Pontificia Universidad Javeriana Cali

Master’s Degree in Education and Psychologist from the Pontificia Universidad Javeriana- Cali. He has worked in higher education institutions leading and supporting educational innovation, innovation

+ development, research, and strategic projects in education. Areas of study and specialized knowledge in: educational innovation, game design, serious games, game-based learning, gamification, e-sports, ICT educational integration, curriculum, psychometrics, and evaluation systems. He is the coordinator of Educational Innovation - Center for Games and Interactive Experiences and professor at the Pontificia Universidad Javeriana, member of the research group Cognitive Development, Learning, and Teaching (DCAE by its acronym in Spanish), of the Pontificia Universidad Javeriana, Cali. david.baldeon@javerianacali.edu.co

Índice H: 2

Orcid ID: https://orcid.org/0000-0001-9540-2528

Google Scholar: https://scholar.google.com/citations?hl=es&user=mXxFQQYAAAAJ

 

Diego Fernando Montoya Bermudez, Pontificia Universidad Javeriana Cali

Ph.D. in Audiovisual Communication and Advertising from the Universidad Autónoma de Barcelona; Master’s Degree in Communication and Cultural Creation from the Universidad CAECE, Bs. As. Argentina, and Social Communicator - Journalist from the Universidad Católica de Pereira. His academic production has been linked to research on topics related to convergence cultures such as the transmedia phenomenon, info, poly, and edutainment, as well as alternative formats for the web in fiction and non-fiction. He is the director of the Communication and Language department and a member of the Communication and Language research group at the Pontificia Universidad Javeriana, Cali. Associate Researcher according to Min Sciences classification.

diegofer.montoya@javerianacali.edu.co

Índice H: 6

Orcid ID: http://orcid.org/0000-0003-2729-6756

Google Scholar: https://scholar.google.com.co/citations?hl=en&user=eJQZKRIAAAAJ

Aura Maria Vargas Ramos, Pontificia Universidad Javeriana Cali

Master's Degree in Digital Communication from the Universidad Pontificia Bolivariana and Bachelor's degree in Educational Computing and Audiovisual Media from the Universidad de Córdoba. She has worked as a teacher in the area of digital content production for online and offline formats, in the design and evaluation of communication strategies, and training in research skills for the analysis of digital audiences. She teaches in the Communication program and the master's degree in Communication in organizations and is a member of the research group in Communication and languages of the Pontificia Universidad Javeriana - Cali.

auravargas@javerianacali.edu.co

Índice H: 2

Orcid ID: https://orcid.org/0000-0003-4388-6473

Google Scholar: https://scholar.google.com/citations?hl=es&user=-LfNo_AAAAAJ

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Published

2022-07-27

How to Cite

Villa Montoya, M. I., Baldeón Padilla, D. S., Montoya Bermudez, D. F., & Vargas Ramos, A. M. (2022). Learning self-efficacy, academic engagement and participation in Minecraft: opportunities of the game in communication sciences teaching. Revista Latina De Comunicación Social, (80), 63–87. https://doi.org/10.4185/RLCS-2022-1783

Issue

Section

Comunicación lúdica, videojuegos y gamificación