Autoeficacia en el aprendizaje, compromiso académico y participación en Minecraft: oportunidades del juego en la enseñanza de las ciencias de la comunicación.

Introduction. Minecraft has been widely used in educational spaces with positive effects on the development of creativity, engagement or collaboration. Methodology. This article shows the results of a learning experience based on the Minecraft game, in postgraduate students in the field of communica...

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Publicado en:Revista Latina de Comunicación Social no. 80; pp. 63 - 88
Autores principales: Montoya, Maria Isabel Villa, Padilla, David Sebastián Baldeón, Montoya-Bermúdez, Diego Fernando, Ramos, Aura María Vargas
Formato: Artículo
Publicado: Revista Latina de Comunicacion Social 2022
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Acceso en línea:Ver este registro en EBSCOhost
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        atl: Autoeficacia en el aprendizaje, compromiso académico y participación en Minecraft: oportunidades del juego en la enseñanza de las ciencias de la comunicación.
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        au:
          Montoya, Maria Isabel Villa
          Padilla, David Sebastián Baldeón
          Montoya-Bermúdez, Diego Fernando
          Ramos, Aura María Vargas
        affil:
          Universidad EAFIT. Colombia
          Pontificia Universidad Javeriana Cali. Colombia
      su:
        Self-efficacy
        Participation
        Communication education
        Student engagement
        Participant observation
        Gamification
        Educational games
        Academic motivation
      sug:
        subj:
          Self-efficacy
          Participation
          Communication education
          Student engagement
          Participant observation
          Gamification
          Educational games
          Academic motivation
      keyword:
        engagement
        Learning
        participation
        self-efficacy
        Aprendizaje
        autoeficacia
        compromiso
        Minecraft
        participación
        engagement
        Learning
        participation
        self-efficacy
        Aprendizaje
        autoeficacia
        compromiso
        Minecraft
        participación
      ab: Introduction. Minecraft has been widely used in educational spaces with positive effects on the development of creativity, engagement or collaboration. Methodology. This article shows the results of a learning experience based on the Minecraft game, in postgraduate students in the field of communication aimed at distinguishing the processes of online access, interaction and participation. The analysis of the perception of learning self-efficacy, academic engagement and participation included techniques typical of virtual ethnography such as observation and semi-structured interviews. Results. This paper provides a three-dimensional view of the game-based learning process as a consequence of a combination of perceived self-efficacy, participation and engagement. Discussion. The analysis of the relationships between the theoretical perspectives employed shows the need to contemplate participation in the design of educational experiences to counteract self-regulation deficits and increase student motivation and engagement. Conclusions. The integration of theoretical perspectives is necessary both for the research of game-based learning experiences and for their design. The mixture of perspectives tested in this study may expand the empirical and theoretical understanding of the problem in future research.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: Spanish
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