Education systems are currently in a state of uncertainty in the face of the changes and complexities that have accompanied SARS-CoV2, leading to new directions in educational models and curricular reforms. Video-based Intervention (VBIs) is a form of observational learning based on social learning theory. Thus, this study aims to make use of a humanoid robot called NAO, which has been used in educational interventions for children with autism spectrum disorder. Integrating it in video-based interventions. This study aims to characterize, in an everyday context, the mediating role of the NAO robot presented in group videoconferences to stimulate video-based on observational learning for children with cognitive and social communication deficits. The children in the study demonstrated a minimal ability to understand simple instructions. This qualitative study was applied to three children with autism spectrum disorder (ASD), level III special education students at Center for Special Basic Education (CEBE) in the city of Arequipa, Perú. Likewise, an instrument was designed for assessment of the VBIs by a group of psychologists. The results showed that the presence of the NAO robot in the VBIs successfully stimulated their interaction capabilities.
In recent years, serious games have gained greater relevance in the educational field due to their usefulness in the intellectual development of students. With this objective in mind, we conducted a systematic literature review on serious games in the learning of primary-school students to reveal the advantages and the disadvantages, as well as the effects of educational game strategies and in the application areas, when using the PRISMA methodology to analyse the academic progress during the last 10 years. We conducted the search, selection and analysis in different databases, such as SCOPUS, ERIC and Dimensions, and analysed 54 studies. The results showed that serious games have a positive impact on cognition; and they generate significant learning achievements. Likewise, the game-based learning strategy concentrates a high level of motivation, generated by the interest, commitment and fun to solve the activities. However, it was also noted that the competition among students to reach the highest competencies can increase the level of anxiety. In addition, inadequate methodology and teacher unfamiliarity can cause negative effects, such as apathy towards serious games. Regarding the intervention areas, a greater application was observed in mathematics, the social sciences, communication and natural sciences. On the other hand, mathematical and communicative skills are the most addressed topics.
The motivation of students in the evaluation is one of the most difficult processes in education because students face high levels of stress and anxiety previously, during and after the evaluation, even more so considering the situation that was experienced due to the COVID-19 health emergency. This research aims to apply the gamification tool Quizizz to improve motivation in the evaluations of Primary Education students. Mixed methods research was used in this project in order to systematically integrate quantitative and qualitative methods, was of 40 school children from state educational institutions, which carried out four processes to measure the levels of motivation in the evaluation. This paper demonstrated that students presented improvements in motivation levels and decreased stress levels due to use of Quizizz tool as an alternative in the evaluation.
The closure of schools as a preventive measure against the COVID-19 pandemic has resulted in an unprecedented situation where parents have to take an active role in their children's learning process. This fact has generated both positive and negative emotions and behaviors that had not been evidenced before. Therefore, the present study aims to examine the coping strategies used by parents and their perceptions regarding online learning methods during the pandemic. The research was carried out with a mixed approach, where 201 parents with children in elementary school were recruited through social networks. In the quantitative part, the results revealed that cognitive and spiritual coping strategies predominated, motivated by the level of parental involvement in their children's education. On the other hand, in the qualitative part, a semi-structured interview was used focusing on social relationship, self-blame, and planning, where the emotional and affective bond that parents provided to their children during this period was highlighted. However, their concern and frustration were also evidenced by not having the necessary competencies to support their children's tasks and being unfamiliar with the use of technology, so they sought help from specialists and family members to obtain technological and didactic support that would allow sustaining the parent-school dyad in the transition to online learning from home. These findings lead to a rethink of learning management from the perspective of parents, which gives rise to a digital communication model that links the cognitive, affective, and spiritual aspects.
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