terça-feira, 20 de setembro de 2022

ANALYSIS OF THE USE OF METACOGNITIVE KNOWLEDGE IN LEARNING STRATEGIES WITH DIGITAL GAMES IN HIGHER EDUCATION

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ANALYSIS OF THE USE OF METACOGNITIVE KNOWLEDGE IN LEARNING STRATEGIES WITH DIGITAL GAMES IN HIGHER EDUCATION

Abstract: This paper presents a work in progress investigation, which seeks to analyse which metacognitive skills and strategies work best for students when they make use of a digital game in their learning. With a quantitative methodology, based on a case study, we aim to analyze the metacognitive processes of knowledge, monitoring and control in activities performed by students through digital games in obtaining new knowledge in a discipline of Human Anatomy, taught in the courses of Physiotherapy and Nursing, a private college of Higher Education in the city of Maceió, Alagoas. For this study, we will make use of a serious online Web3D game entitled EducaAnatomia3D, developed by the Federal University of Santa Catarina; online questionnaire for obtaining metacognitive variables and, observation and records of the results of classes, with the aim of answering how the metacognitive strategies developed by students who make use of digital games are enhanced in the learning process. After data collection, the Statistical Package for the Social Sciences (SPSS) software will be used for descriptive and prescriptive statistical analysis with a view to confronting theories, with the graphic representation of the phenomenon as support (statistical analyses, frequency distributions, correlations, measures of dispersion and measures of central tendency). As results, we expect by means of calculations of correlations between the involved variables of the metacognition measurement questionnaire and the scores of the pre and post tests that will be carried out, to confirm if our hypothesis that the use of digital games potentiates the learning process.

Keywords: Metacognition; Digital games; Cognitive learning

Sales Junior, V. B. de, & Pimentel, F. S. C. (2022). ANÁLISE DA UTILIZAÇÃO DO CONHECIMENTO METACOGNITIVO NAS ESTRATÉGIAS DE APRENDIZAGEM COM GAMES NO ENSINO SUPERIOR. Revista Tecnologias Educacionais Em Rede (ReTER)3(1), e1/1–16. Recuperado de https://periodicos.ufsm.br/reter/article/view/67572

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