{"id":48631,"date":"2022-06-28T15:57:26","date_gmt":"2022-06-28T14:57:26","guid":{"rendered":"https:\/\/blogs.ua.pt\/cidtff\/?p=48631"},"modified":"2022-06-28T15:57:26","modified_gmt":"2022-06-28T14:57:26","slug":"artigo-learning-strategies-through-digital-games-in-a-university-context","status":"publish","type":"post","link":"https:\/\/cidtff.web.ua.pt\/blog\/?p=48631","title":{"rendered":"Artigo | Learning strategies through digital games in a university context"},"content":{"rendered":"<div class=\"wp-block-image\">\n<figure class=\"alignright size-full is-resized\"><a href=\"http:\/\/blogs.ua.pt\/cidtff\/wp-content\/uploads\/2022\/06\/Screenshot-2022-06-28-at-13.29.41.png\" target=\"_blank\" rel=\"noreferrer noopener\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/blogs.ua.pt\/cidtff\/wp-content\/uploads\/2022\/06\/Screenshot-2022-06-28-at-13.29.41.png\" alt=\"\" class=\"wp-image-48637\" width=\"266\" height=\"140\"\/><\/a><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><strong>Fernando Pimentel, Margarida M. Marques (CIDTFF) &amp; Valdick Sales-Junior | in&nbsp;<em>Comunicar,<\/em> <em>XXX<\/em> (73)<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Abstract:<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The 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.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Resumen<\/strong>:<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">La relaci\u00f3n entre los juegos digitales y la movilizaci\u00f3n de estrategias de aprendizaje cognitivas y metacognitivas merece atenci\u00f3n y requiere investigaciones que contribuyan a la comprensi\u00f3n de c\u00f3mo estas estrategias pueden favorecer a los procesos de ense\u00f1anza y aprendizaje. Este estudio describe c\u00f3mo los estudiantes universitarios mayores de 18 a\u00f1os movilizan estrategias de aprendizaje cognitivas y metacognitivas a trav\u00e9s de los juegos digitales. La metodolog\u00eda de investigaci\u00f3n utilizada fue ex-post-facto con un enfoque cuantitativo. Participaron en esta investigaci\u00f3n 941 estudiantes de 22 estados y del Distrito Federal, matriculados en cursos de educaci\u00f3n superior en las universidades brasile\u00f1as. La recolecci\u00f3n de datos fue proporcionada a trav\u00e9s de la aplicaci\u00f3n de un cuestionario en l\u00ednea que integra el Inventario de Conciencia Metacognitiva (IMA) y el Inventario de Estrategias Cognitivas y Metacognitivas con Juegos Digitales (ICMSDG). Los resultados indicaron que los estudiantes universitarios encuestados hacen un uso regular de conocimientos, habilidades y estrategias metacognitivas. Adem\u00e1s, las estrategias cognitivas y metacognitivas de aprendizaje parecen ser m\u00e1s movilizadas por los jugadores de juegos digitales que por los no jugadores, particularmente entre aquellos que jugaron durante m\u00e1s tiempo (9 a\u00f1os o m\u00e1s) y con mayor intensidad (jugando todos los d\u00edas). Con los resultados encontrados y analizados, observamos que este estudio es relevante tanto para los profesores universitarios como para los dise\u00f1adores de juegos que pretenden promover las habilidades metacognitivas.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><a rel=\"noreferrer noopener\" href=\"https:\/\/doi.org\/10.3916\/C73-2022-07\" target=\"_blank\">ver mais<\/a><\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Estrategias de aprendizaje a trav\u00e9s de los juegos digitales en un contexto universitario\" width=\"630\" height=\"354\" src=\"https:\/\/www.youtube.com\/embed\/vbS8t-IQJZ4?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2013 \u2013 \u2013 \u2013 \u2013<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Refer\u00eancia:<\/strong><br \/>Pimentel, F., Marques, M. M., &amp; Sales-Junior, V. (2022). Learning strategies through digital games in a university context. <em>Comunicar, <\/em><em>XXX<\/em> (73). https:\/\/doi.org\/10.3916\/C73-2022-07<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Sum\u00e1rio da informa\u00e7\u00e3o de indexa\u00e7\u00e3o:<\/strong><br \/>Journal Citation Reports (JIF 2020: 6.013. JCI 2020: 3.08. Inmediacy Index: 1.100. Eigenfactor Score: 0.00275. Q1 in Communication: 9\/207. Q1 in Education: 7\/726). Scopus (CiteScore 2021: 9.80. SNIP: 3.078. Q1 in Cultural Studies; 2\/1127; Q1 in Comunicaci\u00f3n: 9\/467; Q1 in Education: 17\/1406); Scopus (SJR 2021: Q1 in Cultural Studies: 6\/1141. Q1 in Communication: 36\/458. Q1 in Education: 92\/1381. \u00edndice H: 45); Social Sciences Citation Index (SSCI); Social Sciences Citation Index (SSCI) of Thomson Reuters; Recyt (FECYT Ceal, Excelence Journal); Dialnet Metris 2020: 4.545. Q1 in Education: 1\/228. Q1 in Communication: 2\/123. REDIB (CSIC) 2020: 2nd of 1199; Google Scholar Metrics 2020: (H index: 41; H5 index: 55. 2nd Journal of Top 100 of Scientific Journal in Spanish from all areas; CIRC, A Level, international; ERIH+ (European Reference Index for the Humanities): INT2 level, 2020; MIAR: ICDS 10.9 from 11 (2020). Ulrich&#8217;s (CSA); DICE (CSIC\/ANECA) (A+, val. DI: 42.35; %IC 40,32); Sociological Abstracts; MLA; ANPED Brasil (A Levelinternational); CARHUS Plus+ (A Level); Communication &amp; Mass Media Complete; ERA (Educational Research Abstract); DIALNET; IBZ\/IBR; Fuente Acad\u00e9mica (EBSCO); IRESIE; REDALYC; REDINED; CEDAL; Latindex (Selective Catalogue: 36\/36 criteria), ISOC (CSIC); COPERNICUS (ICV 2019, 182.38, first Spanish journal in all areas), Uddannelses- og Forskningsministeriet de Dinamarca; RESH RESH [1st in compliance parameters: CNEAI (18\/18), ANECA (22\/22), Latindex (33\/33 and 36\/36), international databases (12\/12), expert opinion (79,54).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Fernando Pimentel, Margarida M. Marques (CIDTFF) &amp; Valdick Sales-Junior | in&nbsp;Comunicar, XXX (73) Abstract: The 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 [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[32,14,5],"tags":[],"class_list":["post-48631","post","type-post","status-publish","format-standard","hentry","category-artigos","category-destaques","category-publicacoes"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.10 - aioseo.com -->\n\t<meta name=\"description\" content=\"Fernando Pimentel, Margarida M. 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Marques (CIDTFF) &amp; Valdick Sales-Junior | in Comunicar, XXX (73) Abstract: The 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. 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