Autoeficacia en el aprendizaje, compromiso académico y participación en Minecraft oportunidades del juego en la enseñanza de las ciencias de la comunicación
opportunities of the game in communication sciences teaching
DOI:
https://doi.org/10.4185/RLCS-2022-1783Palabras clave:
Aprendizaje, Autoeficacia, Compromiso, Participación, MinecraftResumen
Introducción. Minecraft ha sido utilizado ampliamente en espacios educativos con efectos positivos en el desarrollo de la creatividad, el compromiso o la colaboración. Metodología. Este artículo muestra los resultados de una experiencia de aprendizaje basada en el juego Minecraft, en estudiantes de posgrado en el campo de la comunicación dirigida a la distinción de los procesos de acceso, interacción y participación online. El análisis de la percepción sobre la autoeficacia del aprendizaje, el compromiso académico y la participación incluyó técnicas propias de la etnografía virtual como observación y entrevistas semiestructuradas. Resultados. Este trabajo ofrece una visión tridimensional del proceso de aprendizaje basado en juegos como consecuencia de una combinación de la autoeficacia percibida, la participación y el compromiso. Discusión. El análisis de las relaciones entre las perspectivas teóricas empleadas muestra la necesidad de contemplar en el diseño de experiencias educativas la participación para contrarrestar los déficits de autorregulación y aumentar la motivación y el compromiso de los estudiantes. Conclusiones. La integración de perspectivas teóricas es necesaria tanto para la investigación de experiencias de aprendizaje basadas en juegos como para su diseño. La mixtura de perspectivas probadas en este estudio puede expandir la comprensión empírica y teórica del problema en investigaciones futuras.
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Derechos de autor 2022 Maria Isabel Villa Montoya, David Sebastián Baldeón Padilla, Diego Fernando Montoya Bermudez, Aura Maria Vargas Ramos
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