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Degree of motivation and acquisition of visuospatial perception after the incorporation a video game in the learning of mathematical knowledge

The aim objective of this study was to analyze the incorporation procedure for the Portal 2 video game in the subject Mathematical Knowledge in Early Childhood Education. Two specific objectives were proposed: (a) to consider whether the inclusion of a video game is a motivating educational resource...

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Detalles Bibliográficos
Autores principales: Guerra-Antequera, Jorge, Antequera-Barroso, Juan-Antonio, Revuelta-Domínguez, Francisco-Ignacio
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9434045/
https://www.ncbi.nlm.nih.gov/pubmed/36061018
http://dx.doi.org/10.1016/j.heliyon.2022.e10316
Descripción
Sumario:The aim objective of this study was to analyze the incorporation procedure for the Portal 2 video game in the subject Mathematical Knowledge in Early Childhood Education. Two specific objectives were proposed: (a) to consider whether the inclusion of a video game is a motivating educational resource, and (b) to determine the degree of knowledge related to visuospatial perception acquired through interaction with the video game. A total of 170 students from the Faculty of Education Sciences of the University of Cádiz participated in this study. Three variables were analyzed: the use of the video game as a resource, the degree of motivation towards mathematics-related learning, and the acquisition of visuospatial skills. The results show that the students affirmed the video game's suitability as a learning resource, although as a supplementary resource to the dynamics of the subject, highlighting the strong motivational factor and the set of knowledge acquired.