SciELO - Scientific Electronic Library Online

 
 issue85Research with Video Games in Education. A Systematic Review of the Literature from 2015 to 2020Video Games in English Practice for Minors with and without Attention Deficit and Hyperactivity Disorder author indexsubject indexarticles search
Home Pagealphabetic serial listing  

Services on Demand

Journal

Article

Indicators

Related links

  • On index processCited by Google
  • Have no similar articlesSimilars in SciELO
  • On index processSimilars in Google

Share


Revista Colombiana de Educación

Print version ISSN 0120-3916

Abstract

LOPEZ-VARGAS, Omar; BERMUDEZ-MARTINEZ, Mario  and  SANABRIA-RODRIGUEZ, Luis. Self-Efficacy and Learning Achievement in Students with Different Cognitive Styles in a Video Game. Rev. colomb. educ. [online]. 2022, n.85, pp.237-237.  Epub Nov 28, 2022. ISSN 0120-3916.  https://doi.org/10.17227/rce.num85-12499.

This research article accounts for the effects of a self-efficacy scaffolding on learning achievement and academic self-efficacy in students with different cognitive styles in the Field Dependency-Independence (FDI) dimension when they learn mathematical content through a video game. In this process, 52 sixth-grade students from a public school in the municipality of Cundinamarca, Colombia, participated The research followed a quasi-experimental design where two groups of students interacted with a video game: (a) one course interacted with a video game, which included a self-efficacy scaffolding within its structure; and (b) another group interacted with a video game without scaffolding. The cognitive style of the students was determined by a masked figure test. Similarly, pre-test and post-test of academic self-efficacy were applied, along with the performance of amultivariate factor analysis of variance (Mancova). The scaffolding favored learning achievement in students with different cognitive styles in the FDI dimension and no significant differences were found in self-efficacy. The data show that the students reached equivalent learning due to the effect of the scaffolding that was included in the video game.

Keywords : videogame, scaffolding; self-efficacy; individual differences; academic achievement.

        · abstract in Spanish | Portuguese     · text in Spanish     · Spanish ( pdf )