Technology and abstraction: Complex skills development through video games [Tecnologia e abstração: Desenvolvimento de habilidades complexas por meio de videogames]

dc.contributor.authorFigueroa Vargas, Andrea del Carmen.
dc.contributor.authorErcilia Aravena Gaete, Margarita.
dc.contributor.authorCampos Soto, María Natalia.
dc.contributor.authorRuete Zuñiga, David.
dc.date.accessioned2022-05-26T18:37:58Z
dc.date.available2022-05-26T18:37:58Z
dc.date.issued2021-02-28
dc.description.abstractThis study aims to propose supervised machine learning models to predict the abstraction ability in students asan early warning mechanism through both the technology use and the video game use. The methodology usedwas mixed with a prescriptive and predictive design; 118 tests were carried out by Chilean pedagogy students.For analysis, several variables were correlated: age, modality, academic semester and six predictive models.The results show three relevant findings; First, regarding the relation abstraction/ age, in the Satisfactory andNo abstraction, the distribution is homogeneous in every age. Second, the relationship abstraction/modalityshows a 50% pattern for all the abstraction categories. Third, the relation abstraction/academic semestershows that most students from the seventh semester have no capacity for abstraction. The study concludesthe abstraction level is low, showing that 61,1% of the students do not have a higher cognitive level. Twoout of six of the supervised machine learning models are suggested to predict early warning, decision tree andrandom forest since they have a 100% accuracy. Therefore, through the use of technology and the video gameit is possible to ensure higher cognitive level development, by the use of several planned strategies in covid-19times concentrated in the first two tears of pedagogy training.es
dc.facultadFacultad de Educación
dc.format.extent18 páginas
dc.format.extent677.9Kb
dc.format.mimetypePDF
dc.identifier.citationTexto Livre, 14(2), 18 p.
dc.identifier.doihttps://doi.org/10.35699/1983-3652.2021.33575
dc.identifier.issn1983-3652
dc.identifier.urihttp://repositorio.udla.cl/xmlui/handle/udla/1087
dc.identifier.urihttps://periodicos.ufmg.br/index.php/textolivre/article/view/33575
dc.language.isoeses
dc.publisherFacultad de Letras de la Universidad Federal de Minas Gerais (Brasil)
dc.rightsCreative Commons Attribution (CC BY)
dc.sourceTexto Livre
dc.subjectHigher thinkinges
dc.subjectCognitive skilles
dc.subjectPlay gameses
dc.subjectProjective modelses
dc.subject.lcshAbstraction
dc.subject.lcshTechnology.
dc.titleTechnology and abstraction: Complex skills development through video games [Tecnologia e abstração: Desenvolvimento de habilidades complexas por meio de videogames]es
dc.title.alternativeTecnologia e abstração: Desenvolvimento de habilidades complexas por meio de videogames
dc.typeArtículoes
dc.udla.catalogadorCBM
dc.udla.privacidadDocumento públicoes

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