New article published: MOBILIZING METACOGNITIVE SKILLS AND STRATEGIES THROUGH DIGITAL GAMES
ABSTRACT: Metacognition refers to the knowledge, monitoring and control of a person's cognitive abilities before, during and after the start of learning. The literature shows that the student's attainment of knowledge that has a significant relationship with school performance, but not all learning strategies used have the same result. In addition, educational technology, especially with digital games, has developed rapidly in the last decade and has had a profound impact on all levels of education. This Systematic Literature Review (SLR), proposes the study in various knowledge bases, about the mobilization of metacognition in digital games to answer the question: do students who use digital games in their learning, make use of metacognitive awareness, skills and strategies? Making use of the StArt Tool (State of the Art through Systematic Review), 770 studies were extracted from various knowledge databases and went through the processes of identification, screening, selection and quality to arrive at the number of 6 articles that met the criteria adopted. As a result, it is understood that this is a new study for the literature. In the data, we found that 75% make use of metacognitive skills, 63% metacognitive knowledge and 67% use cognitive processes in games.
KEYWORDS: Metacognition. Digital games. Learning.
Available at: https://www.e-publicacoes.uerj.br/index.php/re-doc/article/view/61036/39555
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