DESIGN OF A TEACHING SEQUENCE FOR THE DEVELOPMENT OF A VIDEO GAME AS A STRATEGY FOR TEACHING HISTORY IN PRIMARY
This research shows the results of the design of a didactic sequence for the development of a video game using visual block programming as a strategy for teaching history in primary education, using a Design-Based Research methodology with a qualitative approach in which the instruments used were questionnaires and interviews with the participating students and teachers. Additionally, an assessment of the intervention was carried out in relation to the TPACK model. 37 5th grade primary school students, 2 teachers who were experts in the subject of history, and the computer class teacher participated in this research, which took place in the 2021-2022 school year. The design of the didactic sequence consisted of creating sequences, animations and interactions that allow the development of a video game based on the selected history topic together with expert teachers. The final results showed the levels of motivation and participation of the students with the use of Scratch compared to traditional history teaching. With the results it was possible to reach the conclusion that the development of a video game with a technological tool such as block programming increases the motivation of the students, that they find it fun, greater participation is obtained and they were committed to their learning, therefore considering an innovative strategy for teaching history in primary school.
DESIGN OF A TEACHING SEQUENCE FOR THE DEVELOPMENT OF A VIDEO GAME AS A STRATEGY FOR TEACHING HISTORY IN PRIMARY
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DOI: 10.22533/at.ed.5583372302101
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Palavras-chave: educational innovation, educational technology, experimental teaching, educational research
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Keywords: educational innovation, educational technology, experimental teaching, educational research
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Abstract:
This research shows the results of the design of a didactic sequence for the development of a video game using visual block programming as a strategy for teaching history in primary education, using a Design-Based Research methodology with a qualitative approach in which the instruments used were questionnaires and interviews with the participating students and teachers. Additionally, an assessment of the intervention was carried out in relation to the TPACK model. 37 5th grade primary school students, 2 teachers who were experts in the subject of history, and the computer class teacher participated in this research, which took place in the 2021-2022 school year. The design of the didactic sequence consisted of creating sequences, animations and interactions that allow the development of a video game based on the selected history topic together with expert teachers. The final results showed the levels of motivation and participation of the students with the use of Scratch compared to traditional history teaching. With the results it was possible to reach the conclusion that the development of a video game with a technological tool such as block programming increases the motivation of the students, that they find it fun, greater participation is obtained and they were committed to their learning, therefore considering an innovative strategy for teaching history in primary school.
- Claudia Elena Diaz Ruiz
- Ricardo Chaparro Sánchez
- María Susana Ávila García