Integrar juegos serios de investigación en el nivel colegial: efectos en el aprendizaje de conceptos de alfabetización digital en inglés como segunda lengua
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Este estudio cuasiexperimental examina la eficacia de dos juegos serios digitales de investigación (Genially y Unity), en comparación con un grupo de control sin juego, para apoyar el aprendizaje, en nivel colegial, de conceptos relacionados con la alfabetización digital y la inteligencia artificial en inglés como segunda lengua (ISL). El aprendizaje se operacionaliza mediante dos componentes del vínculo forma–significado de una palabra: 1) el recuerdo de la forma escrita (productivo, escrito) y 2) el reconocimiento del significado (receptivo, escrito), medidos mediante una prueba previa y una prueba posterior. Los cuestionarios se administraron mediante LimeSurvey. Los análisis estadísticos (N = 189; A = 53, B = 71, C = 65) se realizaron mediante un análisis de covarianza (ANCOVA), controlando el rendimiento inicial, con comparaciones post hoc ajustadas (método de Holm). Los resultados no muestran diferencias significativas entre los grupos en el reconocimiento del significado. En cambio, se observa un efecto de grupo en el recuerdo de la forma escrita, lo cual es destacable, ya que este componente es más difícil de dominar que el reconocimiento del significado. Así, el grupo Genially obtuvo puntuaciones ajustadas en el postest superiores a las del grupo de control y del grupo Unity. Estos resultados sugieren que el efecto de los juegos serios en el aprendizaje puede variar según el componente evaluado, los conocimientos previos del alumnado y el diseño del entorno de aprendizaje.
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