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Revista Lasallista de Investigación

versión impresa ISSN 1794-4449

Resumen

VARGAS TORRES, Cártul. Creation of video games in natural sciences and the competency to solve problems. Rev. Lasallista Investig. [online]. 2015, vol.12, n.2, pp.66-74. ISSN 1794-4449.

Introduction. This research work is intended to design and explore a didactic sequence associated to the competence to solve problems. Such sequence was based on the creation of video games made by students, as an educative strategy to support the formative process focused on competencies related to natural sciences, particularly with that of problem solving. Objective. During the didactic sequence the KODU programming language was implemented, using it in extracurricular spaces with sixth grade students from Colegio Gimnasio Cantabria, in La Estrella, Antioquia. Materials and methods. Information based on the sequence´s implementation was collected, by means of video, a field diary and interviews to the students. Other indicators associated to the competency to solve problems were also assessed in the video games developed. Results. The results obtained support the idea of creating video games as a didactic strategy, thus supporting the development and consolidation of competencies as it could be demonstrated in the video games developed, with all of the indicators related to solve problems (identification of problems, accumulation of data associated a logical procedure to identify the causes of the problems, proposition of solution and execution of the alternatives). The didactic sequence was also functional for the physical spaces and the academic periods. Conclusion. The evidences allow the projection of a curricular integration space for the strategy of creating video games with other different competencies that are complementary to the solution of problems (analytical thinking, systemic thinking, and creative thinking, among others).

Palabras clave : video game creation; problem solving competency; didactic sequence.

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