Modification of Mathematical Cognitive Demand with Disruptive Gamification Methods Using Video Games in Schoolchildren Affected by Covid-19

Research output: Contribution to journalConference articlepeer-review

Abstract

The document reports the effects of the use of video games in the disruptive gamification of the cognitive demand in mathematics of 127 second and third grade students of basic education. They were grouped according to three demand conditions: (a) situation 1 = low; (b) situation 2 = moderate; (c) control group = mixed. All subjects presented some type of Covid-19 sequelae; and situational pairs were compared according to agreement: situation 1 vs. control (first pair); situation 2 vs. control (second pair). The results were collected from a multiple demand test. The abilities to solve tasks of moderate cognitive demand were developed in the subjects who started with a low level of demand, and high-level demand in those who started with a moderate demand. The comparison of the first pair presented more difficulties to achieve improvements in their cognition, unlike the subjects of the second pair.

Original languageEnglish
Pages (from-to)82-90
Number of pages9
JournalCEUR Workshop Proceedings
Volume3691
StatePublished - 1 Jan 2023
Event2023 International Congress on Education and Technology in Sciences, CISETC 2023 - Zacatecas, Mexico
Duration: 4 Dec 20236 Dec 2023

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

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