Análisis de una experiencia de aprendizaje basada en juegos digitales
DOI:
https://doi.org/10.24320/redie.2024.26.e08.5031Palabras clave:
juego educativo, TIC, educación, análisis estadístico, enseñanza secundariaResumen
Frente al creciente interés en nuevas alternativas de enseñanza y de aprendizaje surgen aquellas que se basan en juegos digitales. Esta investigación aporta evidencia empírica sobre la percepción de estudiantes de secundaria respecto a su intención de usar videojuegos educativos. Para ello, se puso a prueba un modelo que integra variables de la Teoría Unificada de Aceptación y Uso de la Tecnología versión 2, y elementos del juego. Los datos se recogieron a través de un cuestionario en línea aplicado a una muestra de 407 estudiantes colombianos de secundaria, de 14 a 18 años de edad. Se utilizó un modelado de ecuaciones estructurales de mínimos cuadrados parciales. Los resultados permitieron identificar los factores que tienen influencia positiva en la intención de continuar jugando y en el disfrute percibido, los cuales podrían conducir al éxito en experiencias futuras similares.
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2024-06-24Licencia
Derechos de autor 2024 Nathaly Amaya-Olarte, Martha Liliana Torres-Barreto, Karen Rocío Plata-Gómez
Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial 4.0.