Impact of Educational Video Games on the Development of Meaningful Learning in the Field of Mathematics: A Quasi-Experimental Approach

被引:0
作者
Maraza-Quispe, Benjamin [1 ]
Rosas-Iman, Victor Hugo [1 ]
Ovalle-Quispe, Maribel [1 ]
Sajama-Castro, Simona Luz [1 ]
Mamani-Flores, Guina Victoria [1 ]
Romero-Vera, Carola Natalia [1 ]
Torres-Loayza, Jorge Luis [1 ]
机构
[1] Univ Nacl San Agustin Arequipa, Acad Dept Educ, Arequipa 04001, Peru
来源
IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE-IEEE RITA | 2024年 / 19卷
关键词
Learning; meaningful; video games; mathematics; teaching; learning;
D O I
10.1109/RITA.2024.3458852
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
The aim of the research is to determine the impact of video games on the development of meaningful learning in the field of mathematics among students in Regular Basic Education. The research was carried out through a quasi-experimental process and a systematic review of sources. A structured design was used in a pretest and posttest with a one-month application interval, during which three educational video games were used: Strategy, Adventure, and Simulation. The population consisted of 40 students divided into four groups: Three experimental groups and one control group, each composed of ten students. The results showed a significant influence of video games on the development of meaningful learning in the field of mathematics; it was observed that video games function as an educational complement and not as an absolute pedagogical means. The lack of reliability is highlighted due to the inability to control the learning pace of each student, and the possible ethical impacts inherent in education are pointed out. The conclusions show that, although video games can contribute to the development of meaningful learning in the field of mathematics, their use should be considered as part of a comprehensive pedagogical approach and not as the sole teaching and learning tool.
引用
收藏
页码:407 / 417
页数:11
相关论文
共 24 条
[1]   Video games in education: Why they should be used and how they are being used [J].
Annetta, Leonard A. .
THEORY INTO PRACTICE, 2008, 47 (03) :229-239
[2]  
Antonova Albena, 2022, CompSysTech '22: International Conference on Computer Systems and Technologies 2022, P130, DOI 10.1145/3546118.3546124
[3]  
Ausubel D.P., 1983, Psicologia Educativa: un punto de vista cognoscitivo
[4]   Effect of Curriculum-Based Video Games on Students' Performance An Experimental Study [J].
Baig, Abdul Rauf ;
Alotaibi, Amjad .
INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2020, 15 (22) :244-257
[5]  
Bakhmat N., 2022, Futurity Educ., V2, P77, DOI [10.57125/FED.2022.25.12.07, DOI 10.57125/FED.2022.25.12.07]
[6]   On-Task and Off-Task Behavior in the Classroom: A Study on Mathematics Learning With Educational Video Games [J].
Beserra, Vagner ;
Nussbaum, Miguel ;
Oteo, Macarena .
JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2019, 56 (08) :1361-1383
[7]   From Edutainment to Serious Games: A Change in the Use of Game Characteristics [J].
Charsky, Dennis .
GAMES AND CULTURE, 2010, 5 (02) :177-198
[8]  
Dominguez F. I. R., 2015, Revista de Educacion Distancia, V33, P1
[9]   Comparing the Effectiveness of Video-Based Learning and Game-Based Learning Using Teacher-Authored Video Games for Online Software Engineering Education [J].
Gordillo, Aldo ;
Lopez-Fernandez, Daniel ;
Tovar, Edmundo .
IEEE TRANSACTIONS ON EDUCATION, 2022, 65 (04) :524-532
[10]   Degree of motivation and acquisition of visuospatial perception after the incorporation a video game in the learning of mathematical knowledge [J].
Guerra-Antequera, Jorge ;
Antequera-Barroso, Juan-Antonio ;
Revuelta-Dominguez, Francisco-Ignacio .
HELIYON, 2022, 8 (08)