Concepciones docentes sobre los videojuegos lógicos como estrategia de enseñanza en niños de 5 años
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Pontificia Universidad Católica del Perú
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Con mayor frecuencia se reconoce que los niños disfrutan jugar videojuegos porque los sumerge
en una ficción en la cual deben llevar a cabo estrategias para alcanzar los objetivos que el juego
proponga; captando su atención y generando un aprendizaje basado en el ensayo y error. El estudio
realizado tuvo como objetivo analizar las concepciones y creencias docentes del nivel de educación
inicial sobre el uso de videojuegos lógicos como estrategia de enseñanza y aprendizaje en niños
de 5 años. Se desarrolló bajo un enfoque cualitativo con diseño realista objetivo y análisis temático
deductivo. Participaron cinco maestras de educación inicial de una institución privada de Lima,
seleccionadas por su experiencia docente y conocimiento sobre videojuegos. La recolección de
información se realizó mediante entrevistas semiestructuradas, que permitieron explorar sus
creencias, intenciones y acciones en torno al uso de videojuegos con fines educativos. Los
resultados evidencian diversas concepciones docentes: la enseñanza entendida como un proceso
de construcción de aprendizajes significativos y basados en el juego; el aprendizaje como una
experiencia lúdica, exploratoria y ajustada a la edad; y los videojuegos concebidos principalmente
como recursos de motivación y refuerzo, cuyo valor educativo depende de la intención pedagógica
del docente. Se concluye que, si bien las maestras reconocen el potencial de los videojuegos
lógicos para favorecer la atención, la resolución de problemas y el pensamiento, aún prevalece una
visión tradicional que asocia el aprendizaje con la preparación para la lectoescritura. Por lo que,
se resalta la necesidad de fortalecer la formación docente en competencias digitales y en el uso
pedagógico de recursos tecnológicos, siempre considerando el carácter lúdico propio de la
educación inicial.
It is increasingly recognized that children enjoy playing video games because they immerse them in a fictional world where they must develop strategies to achieve the game's objectives, capturing their attention and fostering learning through trial and error. This study aimed to analyze the conceptions and beliefs of early childhood education teachers regarding the use of logic-based video games as a teaching and learning strategy for 5-year-old children. It employed a qualitative approach with an objective, realistic design and deductive thematic analysis. Five early childhood education teachers from a private institution in Lima participated, selected for their teaching experience and knowledge of video games. Data collection was conducted through semi-structured interviews, which allowed for the exploration of their beliefs, intentions, and actions related to the use of video games for educational purposes. The results reveal diverse teacher conceptions: teaching understood as a process of constructing meaningful, game-based learning; and learning as a playful, exploratory, and age-appropriate experience. And video games, conceived primarily as motivational and reinforcement tools, whose educational value depends on the teacher's pedagogical intention. It is concluded that, while teachers recognize the potential of logic-based video games to promote attention, problem-solving, and critical thinking, a traditional view still prevails that associates learning with preparation for literacy. Therefore, the need to strengthen teacher training in digital skills and the pedagogical use of technological resources is highlighted, always considering the playful nature inherent in early childhood education.
It is increasingly recognized that children enjoy playing video games because they immerse them in a fictional world where they must develop strategies to achieve the game's objectives, capturing their attention and fostering learning through trial and error. This study aimed to analyze the conceptions and beliefs of early childhood education teachers regarding the use of logic-based video games as a teaching and learning strategy for 5-year-old children. It employed a qualitative approach with an objective, realistic design and deductive thematic analysis. Five early childhood education teachers from a private institution in Lima participated, selected for their teaching experience and knowledge of video games. Data collection was conducted through semi-structured interviews, which allowed for the exploration of their beliefs, intentions, and actions related to the use of video games for educational purposes. The results reveal diverse teacher conceptions: teaching understood as a process of constructing meaningful, game-based learning; and learning as a playful, exploratory, and age-appropriate experience. And video games, conceived primarily as motivational and reinforcement tools, whose educational value depends on the teacher's pedagogical intention. It is concluded that, while teachers recognize the potential of logic-based video games to promote attention, problem-solving, and critical thinking, a traditional view still prevails that associates learning with preparation for literacy. Therefore, the need to strengthen teacher training in digital skills and the pedagogical use of technological resources is highlighted, always considering the playful nature inherent in early childhood education.
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Juegos educativos, Videojuegos--Aspectos educativos, Personal docente--Actitudes, Aprendizaje (Educación)--Metodología, Educación preescolar--Investigaciones
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