SciELO - Scientific Electronic Library Online

 
 número85¿Son los videojuegos herramientas adecuadas para aprender a aprender?Experiencia STEM: desarrollo del pensamiento matemático a través de videojuegos meteorológicos índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados

Revista

Articulo

Indicadores

Links relacionados

  • En proceso de indezaciónCitado por Google
  • No hay articulos similaresSimilares en SciELO
  • En proceso de indezaciónSimilares en Google

Compartir


Revista Colombiana de Educación

versión impresa ISSN 0120-3916

Resumen

SOTOMAYOR-GONZALEZ, Ana; GERTRUDIX-BARRIO, Felipe  y  RIVAS-REBAQUE, Begoña. Video Games as a Means of Transmitting Learning in Formal Education. A Bibliographic Review in the Portuguese- Spanish Context. Rev. colomb. educ. [online]. 2022, n.85, pp.240-240.  Epub 28-Nov-2022. ISSN 0120-3916.  https://doi.org/10.17227/rce.num85-12744.

In the last decade, and especially in the last five years, there has been an increase in the implementation of video games as an educational resource for the transmission of learning in non-university education. This interest has provided the scientific community with an enriching field of work for its analysis to make known the advantages that video games can provide to students and teachers in the teaching-learning process. The study aims to analyze the effect that the use of video games as an educational resource for learning development on students. To this end, a bibliographical review has been carried out of research carried out between 2015-2020 in Spain and Portugal, published in journals indexed in the WoS and Scopus databases, classified in Q1 and Q2, and with open access. Using the program Atlas.ti.9, the qualitative analysis has focused on two main blocks: a) the contents of the research (didactic video games, didactic approach, and methodology) and b) the research instruments used. The main finding is that there are multiple factors in which video games favor the development of student learning and, therefore, their implementation as an educational resource to be considered in formal education is positively valued.

Palabras clave : Educational game; qualitative analysis; content analysis; information and communication technologies; education.

        · resumen en Español | Portugués     · texto en Español     · Español ( pdf )