Marín-Díaz, Verónica
Sampedro Requena, Begoña
Mac Fadden, Issota
2019-11-28T09:15:03Z
2019-11-28T09:15:03Z
2019
http://hdl.handle.net/10396/19163
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.
application/pdf
eng
MDPI
https://creativecommons.org/licenses/by/4.0/
Sustainability 11(23), 6744 (2019)
Videogames
Student
Secondary education
Perceived Utility of Video Games in the Learning Process in Secondary Education—Case Studies
info:eu-repo/semantics/article
http://dx.doi.org/10.3390/su11236744
info:eu-repo/semantics/openAccess