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      The effect of an educational video game on high school students’ motivation, self-efficacy and knowledge in a History course Translated title: O efeito de um jogo educativo na motivação, autoeficácia e conhecimento de alunos do ensino médio em um curso de história Translated title: El efecto de un videojuego educativo en la motivación, autoeficacia y conocimiento de estudiantes de secundaria en un curso de historia


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          Abstract The purpose of this study was to explore the effects of an educational video game on high school students’ motivation, self-efficacy and knowledge. The game tells the story of Mariano Melgar, a Peruvian thinker, patriot and hero. The authors used a quasi-experimental design and conducted pre- and post-tests to estimate the effect of the video game. The sample consisted of 67 students from two schools in Lima. The students were randomly assigned to one of two conditions: playing a video game or watching a documentary. Results show that playing the video game was more effective in increasing students’ knowledge, whereas watching a documentary increased demotivation and decreased self-efficacy through vicarious experience. In view of this, it is important to explore further video games’ usefulness as educational materials.

          Translated abstract

          Resumo O objetivo deste estudo foi investigar os efeitos de um videogame educativo na motivação, autoeficácia e conhecimento de alunos do ensino médio, abordando a história de Mariano Melgar, um herói intelectual e patriótico peruano. Adotou-se um desenho quase experimental, realizando pré-testes e pós-testes para avaliar o impacto do videogame. O experimento envolveu 67 alunos de duas escolas em Lima, randomizados para duas condições: jogar o videogame ou assistir a um documentário. Os resultados revelaram que o videogame foi mais eficaz para aumentar o conhecimento dos alunos, ao passo que assistir a um documentário resultou em aumento da desmotivação e redução da autoeficácia por meio da experiência vicária. Diante desses resultados, sugere-se uma exploração mais aprofundada sobre a utilidade dos videogames como ferramenta educacional.

          Translated abstract

          Resumen El objetivo de este estudio fue explorar los efectos de un videojuego educativo en la motivación, la autoeficacia y el conocimiento de estudiantes de secundaria. El juego aborda la historia de Mariano Melgar, un intelectual y héroe peruano. Tuvo un diseño cuasi-experimental, por lo que se realizaron análisis pre-test y post-test. El experimento se realizó con 67 estudiantes de dos escuelas de Lima. Se les asignó al azar una de dos condiciones: jugar a un videojuego o ver un documental. Los resultados muestran que el videojuego fue más eficaz para incrementar el conocimiento de los estudiantes, mientras que el documental aumentó la desmotivación y disminuyó la autoeficacia mediante la experiencia vicaria. En vista de esto, resulta relevante explorar con mayor profundidad la utilidad de los videojuegos como material didáctico.

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          Most cited references81

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              Discovering Statistics Using SPSS

              Andy Field (2009)
              <p>Written in his vivid and entertaining style, Andy Field provides students with everything they need to understand, use and report statistics—at every level—in the <b>Third Edition</b> of <b>Discovering Statistics Using SPSS</b>. Retaining the strong pedagogy from previous editions, he makes statistics meaningful by including playful examples from everyday student life (among other places), creating a gateway into the often intimidating world of statistics. In the process, he presents an opportunity for students to ground their knowledge of statistics through the use of SPSS.<br><br></p>

                Author and article information

                Pontificia Universidad Católica del Perú (Lima, , Peru )
                January 2024
                : 33
                : 64
                : 179-201
                [1] Lima orgnamePontificia Universidad Católica del Perú Peru
                S1019-94032024000100179 S1019-9403(24)03306400179

                This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

                : 30 April 2023
                : 01 December 2023
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 84, Pages: 23

                SciELO Peru


                motivação,autoeficácia,jogos educativos,ensino de história,motivación,autoeficacia,videojuegos,enseñanza de la historia,motivation,self-efficacy,video games,history instruction


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