Publicação nos anais do EDULEARN21:
LEARNING STRATEGIES WITH DIGITAL GAMES IN THE UNIVERSITY CONTEXT: MULTIPLE CASE STUDY
Abstract: Learning
strategies are procedures used to facilitate learning. They can involve
cognition or metacognition. Cognitive strategies are focused on efficient
storage and retrieval of information. They may appear spontaneously but can
also be trained. Metacognition involves thinking about cognition, behaviour,
and the learning process itself, including self-regulation of learning.
Metacognitive strategies are procedures that each individual use to plan,
monitor and regulate their own thinking and learning.
Technological
advances have provided great possibilities for Education, namely in what
regards the use of digital resources in educational activities or environments.
In the context of Higher Education, empirical research seeks to clarify which
digital technologies, including digital games, are associated with educational
processes of teaching and learning. As digital games are present in the life of
part of university students, it is considered relevant to empirically analyse
possibilities of learning through digital games.
Based on
studies on learning strategies that can be mobilized in digital games, this
research in progress is being conducted with the purpose of clarifying the
following research question: which cognitive and metacognitive learning
strategies are mobilized through digital games in the context of university students?
The objective is to analyse how cognitive and metacognitive learning strategies
are enhanced through digital games in the context of university students. A
qualitative empirical research is adopted, with a Multiple Case Study approach,
involving two public Higher Education institutions, one in Brazil and another
in Portugal. Data collection will be performed using questionnaire, interview,
and observation during an online game, for data triangulation. In this paper we
briefly present the construction and validation of the data collection
questionnaire. Data analysis includes descriptive statistics with graphic
representation and interpretation, through sequential analyse and coding. A
profile of the reality will be drawn through this study, to understand the
culture and its possible modification with the insertion of digital games in
the learning processes.
It is hoped
that through this investigation it will be possible to characterize how digital
games are used in the context of university students; as well as understanding the
changes in the digital culture paradigm with the use of digital games in
educational contexts. With these steps, the objective is to relate how cognitive
and metacognitive strategies can be enhanced in the university context.
Keywords:
Education, Digital games, Cognitive learning strategies, Metacognitive learning
strategies, Higher education.
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