Avaliar a aprendizagem baseada em jogos em contextos informais utilizando a ciência dos dados

Autores

DOI:

https://doi.org/10.17398/1695-288X.23.2.9

Palavras-chave:

Alfabetización Informacional, Desinformación, Ciencia de Datos, pensamiento crítico

Resumo

O aumento da aprendizagem baseada em jogos digitais (GBL) gerou interesse em explorar a sua eficácia, uma vez que a sua combinação complexa de narrativa e interatividade torna difícil avaliar em que medida um jogo de vídeo atinge os objectivos de aprendizagem pretendidos. Este desafio aumenta exponencialmente quando a sessão de jogo ocorre espontaneamente em ambientes informais, sem a supervisão de educadores ou a possibilidade de avaliar os conhecimentos e competências prévios do jogador. Este artigo apresenta uma metodologia de análise de experiências ABJ baseada na utilização da ciência dos dados e nas funcionalidades de recolha de informação oferecidas pelas actuais plataformas de criação de jogos de vídeo. A estratégia é aplicada à análise de um simulador de redes sociais criado para promover a literacia da informação, enquadrado no jogo Julia: A Science Journey. O sistema registou dados de 436 jogos jogados por 112 jogadores diferentes durante seis meses e recolheu informações sobre a capacidade de reprodução, a identificação de notícias falsas e a velocidade de reação. Os resultados sugerem que os jogadores aprendem a identificar as notícias falsas de forma mais eficaz e rápida à medida que vão acumulando jogos. O sucesso na identificação da desinformação está também relacionado com o tema, uma vez que os embustes ligados a conteúdos científicos são mais facilmente reconhecidos do que os relacionados com controvérsias políticas.

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Publicado

2024-07-19

Edição

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Artículos / Articles

Como Citar

Avaliar a aprendizagem baseada em jogos em contextos informais utilizando a ciência dos dados. (2024). Revista Latinoamericana De Tecnología Educativa - RELATEC, 23(2), 9-26. https://doi.org/10.17398/1695-288X.23.2.9

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