Cavalcante-Pimentel, F., Morais-Marques, M., & Barbosa-de-Sales-Junior, V. (2022). Learning strategies through digital games in a university context. [Estrategias de aprendizaje a través de los juegos digitales en un contexto universitario]. Comunicar, 73. https://doi.org/10.3916/C73-2022-07
Abstract: The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves
attention and needs research that contributes to the understanding of how these strategies can favor the teaching and
learning processes. This study describes how university students over 18 years of age mobilize cognitive and
metacognitive learning strategies through digital games. The research methodology used was ex post facto with a
quantitative approach. 941 students from 22 States and from the Federal District, enrolled in higher education courses at
Brazilian colleges and universities, participated in this research. Data collection occurred through the application of an
online questionnaire that integrates the Metacognitive Awareness Inventory (MAI) and the Inventory of Cognitive and
Metacognitive Strategies with Digital Games (ICMSDG). The results indicated that university students make regular use
of metacognitive knowledge, skills, and strategies. Moreover, cognitive and metacognitive learning strategies seem to be
more mobilized by digital game players than by non-players, particularly among those who played over a longer period of
time (9 years or more) and with higher intensity (playing every day). With the results found and analyzed, we observe that
this study is relevant for both university professors and game designers who aim to promote metacognition skills.
Keywords: Digital games, higher education, cognition, metacognition, assessment, questionnaire.
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