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Juego y funciones ejecutivas en la educación preescolar: evidencia, efectos y condiciones de eficacia. Una revisión sistemática

Celinda Aidee Martínez Cruz, Ana Isabel Fernández Farraguta

International Journal of Innovation and Pedagogy 2026 Vol. 3(2), pp. 67
https://doi.org/10.64325/ijip.v3i2.67

خواندن متن کامل ۱۶ صفحه · خواندن آنلاین · خارج از سقف مطالعه

چکیده

Executive functions (EF) predict school readiness and later adjustment. The cultural-historical tradition gives play a central place in preschool education, yet it remains unclear which types of play, under what conditions, and through which pathways support EF between the ages of 3 and 6. This article aims to critically analyze the evidence on play and EF in this age range, distinguishing between efficacy, association, and mechanism. The method was a systematic review with narrative synthesis, reported according to PRISMA 2020. Of 88 records (2000–2026), 21 primary studies provided direct evidence and 26 works provided complementary evidence. Rule-based games and pretend play showed favorable effects in studies with active control conditions, particularly on inhibitory control. However, the largest-scale curricular study found no effects, and block play showed no main effects. Benefits tend to be concentrated among children with initial disadvantages, and evidence on working memory, cognitive flexibility, and transfer to the classroom is scarce. In conclusion, play appears to be a promising context rather than an effective intervention in itself; its effects depend on executive demand, adult mediation, progression, and implementation fidelity.

موضوع‌ها و کلیدواژه‌ها

بازی‌های آموزشیپیش‌دبستانیکارکردهای اجراییblock playexecutive functionsinhibitory controlplaypreschool educationpretend playrule-based gamesschool readiness

ارجاع

Cruz, C. A. M., & Farraguta, A. I. F. (2026). Juego y funciones ejecutivas en la educación preescolar: evidencia, efectos y condiciones de eficacia. Una revisión sistemática. International Journal of Innovation and Pedagogy, 3(2), 67. https://doi.org/10.64325/ijip.v3i2.67

(Cruz & Farraguta, 2026)

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قوانین پرسش و گفتگو
  1. با احترام و بدون توهین، تحقیر، برچسب‌زنی یا حمله‌ی شخصی با دیگران گفتگو کنید.
  2. از نوشتن هرگونه اطلاعات هویتی یا قابل‌شناسایی مراجعان، بیماران یا اشخاص ثالث، از جمله نام، شماره‌ی تماس، تصویر، نشانی، محل کار یا جزئیات منحصربه‌فرد پرونده خودداری کنید.
  3. اگر درباره‌ی یک تجربه‌ی بالینی سؤال می‌کنید، اطلاعات را تا حد ممکن بی‌نام و کلی بیان کنید تا امکان شناسایی فرد وجود نداشته باشد.
  4. این بخش برای یادگیری و گفت‌وگوی علمی است و جایگزین ارزیابی، تشخیص، مشاوره یا روان‌درمانی شخصی نیست.
  5. در شرایط بحران یا خطر آسیب به خود یا دیگران، به این بخش اتکا نکنید و برای دریافت کمک فوری با اورژانس اجتماعی ۱۲۳ یا صدای مشاور بهزیستی ۱۴۸۰ تماس بگیرید.
  6. انتشار تبلیغات، معرفی خدمات شخصی، شماره‌ی تلفن، شناسه‌ی شبکه‌های اجتماعی، پیوند تبلیغاتی یا درخواست جذب مراجع در این بخش مجاز نیست.
  7. در بیان ادعاهای علمی، به‌ویژه درباره‌ی اثربخشی درمان‌ها، تشخیص یا یافته‌های پژوهشی، تا حد امکان نام منبع معتبر، مقاله یا راهنمای علمی را ذکر کنید.
  8. از ارائه‌ی تشخیص قطعی، تجویز درمان یا دارو و توصیه‌های بالینی شخصی به سایر کاربران خودداری کنید.
  9. پاسخ‌هایی که کارشناسان فکر بنیان می‌دهند با برچسب «پاسخ فکر بنیان» یا «کارشناس فکر بنیان» نمایش داده می‌شوند و سایر نوشته‌ها بیانگر نظر کاربران هستند.
  10. گزارش نوشته‌ی نامناسب: اگر نوشته‌ای حاوی نقض محرمانگی، محتوای آسیب‌زا، توهین، تبلیغ یا تخلف از این قوانین است، گزینه‌ی «گزارش» را انتخاب کنید تا تیم سایت بررسی کند.

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مقاله‌های مرتبط

JOYFUL LEARNING BERBANTUAN MEDIA GAME-BASED LEARNING WORDWALL DAN MINAT BELAJAR IPAS PESERTA DIDIK KELAS V: STUDI KUASI-EKSPERIMEN

Nanik Astiti; Chairul Amriyah; Anton Tri Hasnanto TEACHING Jurnal Inovasi Keguruan dan Ilmu Pendidikan, 2026, Vol. 6, Issue 4, pp. 3708-3717 https://doi.org/10.51878/teaching.v6i4.16654

چکیده

Low learning interest in Natural and Social Sciences (IPAS) remains a concern in elementary schools, including SD Negeri 1 Jatimulyo, South Lampung, where a preliminary survey classified 47 of 77 fifth-grade students (61.0%) as having low interest. This study examined differences in IPAS learning interest between students taught with a joyful learning strategy supported by the game-based learning platform Wordwall and students taught with direct instruction using textbooks and worksheets. This quantitative quasi-experiment used a nonequivalent control group design with all fifth-grade students (saturated sampling; class VA as the experimental group, n = 39, and class VB as the control group, n = 38) across six meetings on ecosystems. Learning interest was measured with a questionnaire of 10 valid items (Cronbach's α = 0.814) and analysed with an independent samples t-test. The mean post-questionnaire score was higher in the experimental class (34.84) than in the control class (26.41), and the difference was statistically significant (t = −13.308, df = 75, p < .001). However, the experimental class also began with a higher mean pretest score (30.42 versus 23.15), so the result should be interpreted with caution. The strategy may serve as an alternative for IPAS instruction, and further studies that control for initial interest are needed. ABSTRAK Minat belajar IPAS peserta didik sekolah dasar masih menjadi persoalan, termasuk di SD Negeri 1 Jatimulyo, Lampung Selatan. tempat survei awal menunjukkan 47 dari 77 peserta didik kelas V (61,0%) berminat belajar rendah. Penelitian ini bertujuan menguji perbedaan minat belajar IPAS antara peserta didik yang belajar dengan strategi joyful learning berbantuan media game-based learning Wordwall dan peserta didik yang belajar dengan direct instruction berbantuan buku dan LKPD. Penelitian kuantitatif ini menggunakan kuasi-eksperimen nonequivalent control group design pada seluruh peserta didik kelas V (sampling jenuh; kelas VA sebagai kelas eksperimen, n = 39, dan kelas VB sebagai kelas kontrol, n = 38) dengan materi ekosistem selama enam pertemuan. Minat belajar diukur dengan angket 10 butir valid (α = 0,814) dan dianalisis dengan uji-t sampel independen. Rerata skor akhir kelas eksperimen (34,84) lebih tinggi daripada kelas kontrol (26,41), dan perbedaan itu signifikan secara statistik (t = −13,308; db = 75; p < 0,001). Namun, kelas eksperimen juga memulai dengan rerata skor awal yang lebih tinggi (30,42 berbanding 23,15), sehingga hasil perlu ditafsirkan secara hati-hati. Strategi ini dapat dipertimbangkan sebagai alternatif pembelajaran IPAS, dan penelitian lanjutan dengan pengendalian skor awal diperlukan.

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Grace Pacheco Opada International Journal of Education, Research, and Innovation Perspectives, 2026, Vol. 2, Issue 10 https://doi.org/10.5281/zenodo.23840644

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This study examined the use of digitized game-based learning activities to support Grade 7 students’ interest and mathematics achievement at Demetrio L. Alviola National High School, Bindoy, Negros Oriental, during school year 2025–2026. A quantitative quasi-experimental pretest–posttest design with a survey component involved 120 learners, consisting of 60 in the control group and 60 in the experimental group. The control group received conventional mathematics instruction, while the experimental group participated in a four-week digitized game-based approach. A 48-item competency test, an adapted 20-item mathematics-interest questionnaire, and a learning-style inventory informed data collection. Frequency, percentage, mean percentage scores, descriptive statistics, Wilcoxon tests, and Mann–Whitney U tests were used for analysis. The experimental group’s overall mathematics mean percentage score increased from 70.11% to 79.13%, compared with 68.20% to 74.55% in the control group. The experimental group’s composite interest rating rose from 3.33 (moderate) to 3.86 (high), with significant pre–post differences reported across all four interest dimensions. However, the between-group difference in learning gains was significant only for the bar-models-and-equations competency (p = .021); the other three competencies showed no significant between-group differences. The reported interest–competence association was nonsignificant (p = .875). The findings support digitized game-based activities as a supplementary strategy for improving students’ mathematics interest, while indicating more limited evidence of advantages in achievement across all targeted competencies.

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