Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/34969
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dc.contributor.authorCavalcante-Pimentel, Fernando-Silviopt_PT
dc.contributor.authorMorais-Marques, Margaridapt_PT
dc.contributor.authorBarbosa-de-Sales-Junior, Valdickpt_PT
dc.date.accessioned2022-10-25T09:01:39Z-
dc.date.issued2022-07-
dc.identifier.issn1134-3478pt_PT
dc.identifier.urihttp://hdl.handle.net/10773/34969-
dc.description.abstractThe relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and metacognitive learning strategies through digital games. The research methodology used was ex post facto with a quantitative approach. 941 students from 22 States and from the Federal District, enrolled in higher education courses at Brazilian colleges and universities, participated in this research. Data collection occurred through the application of an online questionnaire that integrates the Metacognitive Awareness Inventory (MAI) and the Inventory of Cognitive and Metacognitive Strategies with Digital Games (ICMSDG). The results indicated that university students make regular use of metacognitive knowledge, skills, and strategies. Moreover, cognitive and metacognitive learning strategies seem to be more mobilized by digital game players than by non-players, particularly among those who played over a longer period of time (9 years or more) and with higher intensity (playing every day). With the results found and analyzed, we observe that this study is relevant for both university professors and game designers who aim to promote metacognition skills.pt_PT
dc.language.isoengpt_PT
dc.publisherGrupo Comunicarpt_PT
dc.relationinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F00194%2F2020/PTpt_PT
dc.rightsopenAccesspt_PT
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectDigital gamespt_PT
dc.subjectHigher educationpt_PT
dc.subjectCognitionpt_PT
dc.subjectMetacognition, assessmentpt_PT
dc.subjectQuestionnairept_PT
dc.titleLearning strategies through digital games in a university contextpt_PT
dc.title.alternativeEstrategias de aprendizaje a través de los juegos digitales en un contexto universitariopt_PT
dc.typearticlept_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
degois.publication.firstPage83pt_PT
degois.publication.issue73pt_PT
degois.publication.lastPage93pt_PT
degois.publication.titleComunicarpt_PT
degois.publication.volumeXXXpt_PT
dc.date.embargo2022-10-
dc.relation.publisherversionhttps://www.revistacomunicar.com/index.php?contenido=detalles&numero=73&articulo=73-2022-07pt_PT
dc.identifier.doi10.3916/C73-2022-07pt_PT
dc.identifier.essn1988-3293pt_PT
Appears in Collections:CIDTFF - Artigos

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