Resumen
The purpose of the article was to carry out a systematic review of the literature on the influence of video games on learning; 4 research questions were posed and 50 articles were chosen that met the selection criteria formulated. The results showed that video games are a computer-generated mental test with the objective of providing fun and recreation to users in a virtual environment; in addition, it was identified that the benefits of video games in learning are that they allow monitoring and rewarding the student’s performance; it was identified that the genre of video games most used in learning is the educational or serious video game, with 50%, because they have a primary focus on providing knowledge and, finally, it was determined that the subject in which video games are most used for learning is in “Programming” with 16. 67%.
Título traducido de la contribución | Influence of Video Games on Learning: A Systematic Review of the Literature |
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Idioma original | Español |
Páginas (desde-hasta) | 353-365 |
Número de páginas | 13 |
Publicación | RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao |
Volumen | 2023 |
N.º | E64 |
Estado | Publicada - 2023 |
Palabras clave
- Education
- Educational Games
- General technical education
- Learning
- Video games