El efecto de un videojuego educativo en la motivación, autoeficacia y conocimiento de estudiantes de secundaria en un curso de historia

  • Claudia Zapata Pontificia Universidad Católica del Perú

    Magíster en Ciencia de la Computación, por la Pontificia Universidad Católica del Perú. Miembro investigador del Grupo de Investigación Avatar-PUCP y del Grupo de Investigación de Usabilidad y Métricas de Software-PUCP. Asesora del desarrollo del videojuego 1814: La Rebelión del Cusco. Asesora de usabilidad del Proyecto Carpooling PUCP. Su experiencia profesional se centra en el diseño y evaluación de interfaces usables y accesibles, en la gestión de proyectos de desarrollo de software, soluciones aplicadas al aprendizaje mediante videojuegos.
    Correo electrónico: zapata.cmp@pucp.edu.pe

  • Ricardo Navarro Pontificia Universidad Católica del Perú

    Magíster en Cognición, Aprendizaje y Desarrollo por la Pontificia Universidad Católica del Perú. Ha publicado estudios sobre los efectos de las tecnologías en el aprendizaje y rendimiento académico de los estudiantes universitarios y de Educación Básica Regular. Es investigador del grupo Avatar PUCP donde realiza proyectos de desarrollo e investigación. Actualmente se desempeña como docente en la Facultad de Psicología de la Pontificia Universidad Católica del Perú enseñando cursos de investigación, estadística y neurociencias.
    Correo electrónico: ricardo.navarro@pucp.pe

  • Vanessa Vega Pontificia Universidad Católica del Perú

    Licenciada en Psicología Educacional por la Pontificia Universidad Católica del Perú. Diplomada en Diseño y Gestión de Proyectos Sociales. Ha participado en proyectos de investigación relacionados a tecnología, juego y aprendizaje. Cuenta con experiencia en el diseño de proyectos educativos sobre el uso de videojuegos del área de matemática e historia. Además, cuenta con experiencia en el diseño y dictado de cursos virtuales y talleres. Actualmente, trabaja en el área de Investigación y Formación del Grupo Avatar PUCP.
    Correo electrónico: vanessa.vega@pucp.pe

Palabras clave: Motivación, Autoeficacia, Videojuegos, Enseñanza de la historia

Resumen

El objetivo de este estudio fue explorar los efectos de un videojuego educativo en la motivación, la autoeficacia y el conocimiento de estudiantes de secundaria. El juego aborda la historia de Mariano Melgar, un intelectual y héroe peruano. Tuvo un diseño cuasi-experimental, por lo que se realizaron análisis pre-test y post-test. El experimento se realizó con 67 estudiantes de dos escuelas de Lima. Se les asignó al azar una de dos condiciones: jugar a un videojuego o ver un documental. Los resultados muestran que el videojuego fue más eficaz para incrementar el conocimiento de los estudiantes, mientras que el documental aumentó la desmotivación y disminuyó la autoeficacia mediante la experiencia vicaria. En vista de esto, resulta relevante explorar con mayor profundidad la utilidad de los videojuegos como material didáctico.

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Zapata, C., Navarro, R., & Vega, V. (2024). El efecto de un videojuego educativo en la motivación, autoeficacia y conocimiento de estudiantes de secundaria en un curso de historia. Educación, 33(64), 179-201. https://doi.org/10.18800/educacion.202401.A004