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dc.contributor.authorAutorFigueroa Vargas, Andrea del Carmen.
dc.contributor.authorAutorErcilia Aravena Gaete, Margarita.
dc.contributor.authorAutorCampos Soto, María Natalia.
dc.contributor.authorAutorRuete Zuñiga, David.
dc.contributor.otherCarreraFacultad de educaciónes
dc.date.accessionedFecha ingreso2022-05-26T18:37:58Z
dc.date.availableFecha disponible2022-05-26T18:37:58Z
dc.date.issuedFecha publicación2021-02-28
dc.identifier.citationReferencia BibliográficaTexto Livre, 14(2), 18 p.
dc.identifier.issnISSN1983-3652
dc.identifier.uriURLhttp://repositorio.udla.cl/xmlui/handle/udla/1087
dc.identifier.uriURLhttps://periodicos.ufmg.br/index.php/textolivre/article/view/33575
dc.description.abstractResumenThis 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.format.extentdc.format.extent18 páginas
dc.format.extentdc.format.extent677.9Kb
dc.format.mimetypedc.format.mimetypePDF
dc.language.isoLenguaje ISOeses
dc.publisherEditorFacultad de Letras de la Universidad Federal de Minas Gerais (Brasil)
dc.rightsDerechosCreative Commons Attribution (CC BY)
dc.sourceFuentesTexto Livre
dc.subjectPalabras ClavesHigher thinking.es
dc.subjectPalabras ClavesCognitive skill.es
dc.subjectPalabras ClavesPlay games.es
dc.subjectPalabras ClavesProjective models.es
dc.subject.lcshdc.subject.lcshAbstraction.
dc.subject.lcshdc.subject.lcshTechnology.
dc.titleTítuloTechnology and abstraction: Complex skills development through video games [Tecnologia e abstração: Desenvolvimento de habilidades complexas por meio de videogames]es
dc.title.alternativeTítulo AlternativoTecnologia e abstração: Desenvolvimento de habilidades complexas por meio de videogames
dc.typeTipo de DocumentoArtículoes
dc.udla.catalogadordc.udla.catalogadorCBM
dc.identifier.doidc.identifier.doihttps://doi.org/10.35699/1983-3652.2021.33575
dc.udla.privacidaddc.udla.privacidadDocumento públicoes


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