Educational Digital Games Evaluation as a Teaching Support Tool in Academic Virtuality

N. I. Alcivar, Anthony Jair Pincay Lino, Gema Nicole Toapanta Cedeno, Elizabeth Stefania Elizalde Rios, Diego Alejandro Carrera Gallego
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引用次数: 1

Abstract

In 2020 COVID-19 imposed forced academic virtuality. This phenomenon offered Education 4.0 an application opportunity for its existing technological tools and their main trends of innovation and change, increasing continuity in vital teaching-learning processes. This matter introduced the need to establish a model to evaluate the usability of supporting technological tools with active learning strategies, including children's educational digital games (EDG). The article presents a methodological model in a case study evaluating EDG's academic experiences in virtual teaching. It also justifies a pilot plan supporting Education 4.0 with gamification and how it strengthens early childhood education in public schools targeting marginal sectors in a densely populated Ecuadorian city. This context evaluates the Utility and Usability factors of a selected EDG series (MIDI-AM) as complementary tools used in the teaching-learning processes of children ages 4 to 7. A mixed qualitative-quantitative method was applied, including exhaustive literature reviews, data collection strategies, and analysis through focus groups and online surveys. The resulting evaluation identified possible improvements in gamification and the production of additional EDG. The study initiated six hypotheses and validated the proposed research model as a tool for evaluating EDG in future academic periods as reinforcement of curricular content fostering more dynamic and active learning.
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教育数字游戏评价作为学术虚拟教学的辅助工具
2020年,COVID-19强制实施了学术虚拟。这一现象为教育4.0提供了一个应用现有技术工具及其创新和变革的主要趋势的机会,增加了重要教学过程的连续性。这个问题提出了建立一个模型的必要性,以评估支持积极学习策略的技术工具的可用性,包括儿童教育数字游戏(EDG)。本文在一个案例研究中提出了一个评估EDG在虚拟教学中的学术经验的方法模型。报告还对一项支持教育4.0的游戏化试点计划以及该计划如何加强针对人口稠密的厄瓜多尔城市边缘部门的公立学校的幼儿教育进行了论证。本文评估了选定的EDG系列(MIDI-AM)作为4至7岁儿童教学过程中使用的辅助工具的效用和可用性因素。本研究采用了定性和定量相结合的方法,包括详尽的文献综述、数据收集策略以及通过焦点小组和在线调查进行分析。由此产生的评估确定了游戏化和额外EDG生产方面可能的改进。该研究提出了六个假设,并验证了所提出的研究模型作为未来学术时期评估EDG的工具,作为课程内容的强化,促进更动态和主动的学习。
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