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Título
Perceived Utility of Video Games in the Learning Process in Secondary Education—Case Studies
Autor(es)
Palabras clave
Student
Secondary education
Videogames
Clasificación UNESCO
63 Sociología
Fecha de publicación
2019
Editor
MDPI
Citación
Marín-Díaz, V., Sampedro-Requena, B. E., & Fadden, I. M. (2019). Perceived utility of video games in the learning process in secondary education-case studies. Sustainability (Switzerland), 11(23). https://doi.org/10.3390/SU11236744
Resumen
[EN] The incorporation of videogames into the training of students is a reality that becomes
very important to the extent that they are becoming more relevant in their personal lives. Linking
aspects of their informal to formal life implies taking into account how students perceive this link.
The purpose of this work is to determine what the perceived utility values are among secondary school
students towards the inclusion of video games in the curricular development of the contents of the
said educational stage, paying attention to the educational approach of video games. The quantitative
methodology used is based on explaining the relationship between variables through a multiple
linear regression analysis, targeted at 223 secondary education students. It has been proven that
this utility is linked to the attitude that the student has towards the following aspects: The culture
of educational success, diversity, and inclusion, as well as coexistence. Therefore, we consider that
the linkage development of content-video games is an element in value to be incorporated into the
classroom methodology by the teacher.
URI
DOI
10.3390/su11236744
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