创造力
透视图(图形)
考试(生物学)
数学教育
心理学
动作(物理)
实证研究
教育学
样品(材料)
多媒体
计算机科学
视觉艺术
社会心理学
艺术
量子力学
生物
认识论
物理
哲学
色谱法
古生物学
化学
作者
Mirian Checa Romero,Isabel Pascual Gómez
标识
DOI:10.1080/1475939x.2018.1537933
摘要
Numerous studies show the positive effects of introducing video games into learning contexts. These instruments help develop twenty-first-century skills, such as creativity, from a dual perspective: (i) the students' perspective, since they develop skills and competencies that allow them to find innovative solutions to the challenges posed by games, and to become digital culture producers; and (ii) the education professionals' perspective, to use these instruments in schools and thereby change the way students learn. Using a sample of 85 first-year secondary school students, this study aims to provide empirical evidence about the development of creativity through the introduction of video games in the classroom. To do this, an eight-week pedagogical workshop was developed in which the Minecraft video game was introduced in the subject of technology. To assess the results of the workshop, the participants' creativity was analysed using a pre-test/post-test design through the CREA Creative Intelligence Test, as well as the evaluation of the students' machinima productions by their teachers. Results show a significant increase in creativity and high scores for machinima productions, highlighting the opportunity to introduce these tools in classrooms in order to develop innovative educational contexts where creative processes and products are the protagonists.
科研通智能强力驱动
Strongly Powered by AbleSci AI