Actitudes de los docentes en formación inicial sobre videojuegos
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Abstract
Como recurso didáctico, los videojuegos (VJs) ofrecen elementos que los caracterizan como
una herramienta singular en las dinámicas de trabajo y de relaciones que se generan a
partir de los mismos. El articulo parte de la premisa que la experiencia previa que tengan
los usuarios con los VJs a nivel lúdico podría determinar su posterior utilización didáctica.
De esta manera el presente estudio trata de caracterizar al profesorado en formación inicial
sobre el uso de los VJs, sobre la hipótesis de que podrían encontrarse diferentes perfiles de
usuarios de VJs entre los docentes en formación inicial. Para ello se analizó el uso que
hacen de los VJs desde una perspectiva lúdica, los gustos que tienen sobre los tipo y
contenidos en los VJs y los motivos que pueden atraer a un sujeto hacia el uso delos
mismos. A través de un método de encuestación sobre un total de 659 docentes en
formación, se realiza un estudio de corte descriptivo no paramétrico. Además se acompaña
de un modelo factorial descriptivo. Factores como el género o la titulación aparecen claves
para las distintas variables tratadas. El trabajo se acompaña de una discusión de los
resultados.
Videogames (VGs), as a didactic resource, are an idiosyncratic tool that they generate diverse work dynamics and relationships in the classroom. This article opens up from the premise the previous recreational experience with VGs could determine later didactic use. In this way, the present study tries to characterize the teachers in initial formation on the use of the VGs, on the hypothesis that different profiles of VGs player could be found among the teachers in initial formation. The purpose of this study was to analyze the use of the VGs from a playful perspective, the tastes they have about the types and contents of the VGs and the motives that can attract the subject towards their use. Through a survey method of a total of 659 teachers in training, a non-parametric descriptive study was carried out. It is also accompanied by a descriptive factorial model. Factors such as gender or titling are key to the different variables treated. The work is accompanied by a discussion of results.
Videogames (VGs), as a didactic resource, are an idiosyncratic tool that they generate diverse work dynamics and relationships in the classroom. This article opens up from the premise the previous recreational experience with VGs could determine later didactic use. In this way, the present study tries to characterize the teachers in initial formation on the use of the VGs, on the hypothesis that different profiles of VGs player could be found among the teachers in initial formation. The purpose of this study was to analyze the use of the VGs from a playful perspective, the tastes they have about the types and contents of the VGs and the motives that can attract the subject towards their use. Through a survey method of a total of 659 teachers in training, a non-parametric descriptive study was carried out. It is also accompanied by a descriptive factorial model. Factors such as gender or titling are key to the different variables treated. The work is accompanied by a discussion of results.
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Bibliographic citation
Lorca Marín, A.A.; Cuenca López, J.M.; Vázquez Bernal, B. & Velo Ramírez, S. (2017). Actitudes de los docentes en formación inicial sobre videojuegos. In Digital Education Review, (Issue 31, pp. 39-60). Universitat de Barcelona.














