A VIDEO GAME FOR LEARNING BRAIN EVOLUTION: A RESOURCE OR A STRATEGY?

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Title: A VIDEO GAME FOR LEARNING BRAIN EVOLUTION: A RESOURCE OR A STRATEGY?
Authors: Barbosa Gomez, Luisa Fernanda1, Bohorquez Sotelo, Maria Cristina1, Roja Higuera, Naydu Shirley1, Rodriguez Mendoza, Brigitte Julieth1
Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age. 2016, p119-126. 8p. 1 Chart, 3 Graphs.
Subject Terms: *Video games in education, *Qualitative research, *Learning, Video gamers, Brain evolution, Psychology
Abstract: Learning resources are part of the educational process of students. However, how video games act as learning resources in a population that has not selected the virtual formation as their main methodology? The aim of this study was to identify the influence of a video game in the learning process of brain evolution. For this purpose, the opinions of the video game players were categorized into two groups (learning and entertainment) through a qualitative analysis in ATLAS.ti software. Then, the correlation between the grade obtained in the exam and the advance of the game was assessed using a Spearman correlation test in SPSS. Finally, an analysis of variance was performed taking into account the opinions categories (learning and entertainment), the advance in the game and the score of the exam. We found a low correlation (ρ = 0.336) between the advance in the video game and the score in the exam. Next, we found no effect on how the players perceive the entertainment and the learning during the game in how well they perform neither in the exam nor in the advance of the video game (p>0,05). Therefore, it is clear for this specific case the need for different instructional strategies and integration to complement the role of a video game when learning brain evolution. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age is the property of International Association for Development of the Information Society (IADIS) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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DbLabel: Education Research Complete
An: 120268166
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PubType: Conference
PubTypeId: conference
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  Data: A VIDEO GAME FOR LEARNING BRAIN EVOLUTION: A RESOURCE OR A STRATEGY?
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  Data: *<searchLink fieldCode="DE" term="%22Video+games+in+education%22">Video games in education</searchLink><br />*<searchLink fieldCode="DE" term="%22Qualitative+research%22">Qualitative research</searchLink><br />*<searchLink fieldCode="DE" term="%22Learning%22">Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Video+gamers%22">Video gamers</searchLink><br /><searchLink fieldCode="DE" term="%22Brain+evolution%22">Brain evolution</searchLink><br /><searchLink fieldCode="DE" term="%22Psychology%22">Psychology</searchLink>
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  Data: Learning resources are part of the educational process of students. However, how video games act as learning resources in a population that has not selected the virtual formation as their main methodology? The aim of this study was to identify the influence of a video game in the learning process of brain evolution. For this purpose, the opinions of the video game players were categorized into two groups (learning and entertainment) through a qualitative analysis in ATLAS.ti software. Then, the correlation between the grade obtained in the exam and the advance of the game was assessed using a Spearman correlation test in SPSS. Finally, an analysis of variance was performed taking into account the opinions categories (learning and entertainment), the advance in the game and the score of the exam. We found a low correlation (ρ = 0.336) between the advance in the video game and the score in the exam. Next, we found no effect on how the players perceive the entertainment and the learning during the game in how well they perform neither in the exam nor in the advance of the video game (p>0,05). Therefore, it is clear for this specific case the need for different instructional strategies and integration to complement the role of a video game when learning brain evolution. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age is the property of International Association for Development of the Information Society (IADIS) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – Code: eng
        Text: English
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      Pagination:
        PageCount: 8
        StartPage: 119
    Subjects:
      – SubjectFull: Video games in education
        Type: general
      – SubjectFull: Qualitative research
        Type: general
      – SubjectFull: Learning
        Type: general
      – SubjectFull: Video gamers
        Type: general
      – SubjectFull: Brain evolution
        Type: general
      – SubjectFull: Psychology
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    Titles:
      – TitleFull: A VIDEO GAME FOR LEARNING BRAIN EVOLUTION: A RESOURCE OR A STRATEGY?
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          Name:
            NameFull: Barbosa Gomez, Luisa Fernanda
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            NameFull: Bohorquez Sotelo, Maria Cristina
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          Name:
            NameFull: Roja Higuera, Naydu Shirley
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            NameFull: Rodriguez Mendoza, Brigitte Julieth
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          Dates:
            – D: 01
              M: 01
              Text: 2016
              Type: published
              Y: 2016
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            – TitleFull: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age
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