Título: Application of a ludic video game as an alternative resource in the classroom. A case study
Autor(es): CORAL PINEDA KATHERINE ESTEFANIA, GUEVARA VEGA CATHY PAMELA, QUIÑA MERA JOSE ANTONIO, REA PEÑAFIEL XAVIER MAURICIO, JUAN PABLO CARVALLO VEGA
Fecha de publicación: 18-jan-2020
Resumen: Video games are seen as a form of entertainment but it also strengthens intellectual development. The purpose of this case study was to use video games as an alternative resource in the classroom for teaching 5th grade history. The case study was conducted among 32 pupils from Daniel Reyes Elementary school in the province of Imbabura, Ecuador. The software was developed thanks to the Scrum-Sum methodology and gamma technique. This research study used mixed methods (both qualitative and quantitative data) and a survey was conducted among the pupils to evaluate their learning before and after having used the vid-eogame. The results showed an increase of 11.9% in correct answers. In accord-ance with ISO/IEC 25022 standard, it was demonstrated that the video game scored 98.20% quality in use consolidated percentage regarding efficacy, effi-ciency, satisfaction, freedom of risk and coverage of context.
Palabras clave: videogame; gamification; SCRUM-SUM; ISO/IEC 25022.
DOI: https://doi.org/10.1007/978-3-030-37221-7_18
ISSN: 21945365
Tipo publicación: Artículo