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Video Games in Teaching-Learning Processes: A Brief Review

Received: 30 November 2014     Accepted: 31 December 2014     Published: 12 January 2015
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Abstract

Along with knowledge acquisition, techniques and procedures, the goal of education is to develop individuals capable of reacting to planned or unplanned circumstances, making decisions in a set time. The focus of digital game-based learning (DGBL) under an instructional framework context, pedagogical standards link where computer games are an integral part of learning. You teach with computer games for teaching content, has the potential to positively influence the motivation of students to learn and retain knowledge. In this article we have reviewed literature in this field and determined whether the use of computer games, especially in mathematics, contributes to a more efficient implementation of educational objectives at all levels of education.

Published in International Journal of Secondary Education (Volume 2, Issue 6)
DOI 10.11648/j.ijsedu.20140206.12
Page(s) 102-105
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2015. Published by Science Publishing Group

Keywords

Digital Games-Based Learning, Educational Technology, Innovative Education Strategies, Educational Software, Serious Games, Gamification

References
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[2] (2012) What does it mean to be a digital native? [Online]. Available in: http://edition.cnn.com/2012/12/04/ business/digital-native-prensky/
[3] Prensky, M. (2003). Digital game-based learning. ACM Computers in Entertainment, 1(1), 1–4.
[4] Amory, A. “Learning to play games or playing games to learn? A health education case study with Soweto teenagers”. Australasian Journal of Educational Technology. Vol. 26 No .6, pp: 810-829, 2010.
[5] Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press, p. 80.
[6] Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paraglyph Press, p. 34.
[7] Egenfeldt-Nielsen, S. Beyond edutaiment. Unpublished dissertation, University of Copenhagen. Denmark. (2005).
[8] Egenfeldt-Nielsen, S. Third Generation Educational Use of Computer Games Jl. of Educational Multimedia and Hypermedia, Vol. 16, No. 3. 2007
[9] Begoña, G., Bernat, A., Catalá, A., Fexia, C., Grupo F9. Videojuegos y Aprendizaje. Editorial GRAÓ. 2008.
[10] Cameron, B., Dwyer, F., The effects of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. Journal of Interactive Learning Research, 16(3), (2005) 243-258.
[11] Young-Loveridge J. M., Effects on early numeracy of a program using number books and games, Early Childhood Research Quarterly, 19 (2004) 82–98.
[12] Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P. Beyond nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), (2003) 71-94.
[13] Nussbaum, M., Rosas, R., Rodríguez, P., Sun, Y., Valdivia, V. Diseño, desarrollo y evaluación de videojuegos portátiles educativos y autorregulados. Ciencia al Día, 3(2), (2009) 1–20.
[14] McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. [Online] http://www.teem.org.uk/
[15] Divjak, B., Tomic, D. The Impact of Game-Based Learning on the Achievement of Learning Goals and Motivation for Learning Mathematics-Literature Review. JIOS, 35(1), (2011).
[16] Klawe, M. M., When does the use of computer games and other interactive multimedia software help students learn Mathematics? (1998) Unpublished manuscript. http://www.cs.ubc.ca/nest/egems/reports/NCTM.doc
[17] Prensky, M. Complexity Matters Mini-games are Trivial - but “Complex” Games Are Not. Educational Technology Vol. 45 No.4 July-Aug 2005.
[18] Kapp, K. The Gamification of Learning and Instruction. Jhon Wiley & Sons. 2012.
Cite This Article
  • APA Style

    Edgar Manuel Cano Cruz, Juan Andrés Velázquez Cruz, Juan Gabriel Ruiz Ruiz, Luis David Huerta Hernández. (2015). Video Games in Teaching-Learning Processes: A Brief Review. International Journal of Secondary Education, 2(6), 102-105. https://doi.org/10.11648/j.ijsedu.20140206.12

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    ACS Style

    Edgar Manuel Cano Cruz; Juan Andrés Velázquez Cruz; Juan Gabriel Ruiz Ruiz; Luis David Huerta Hernández. Video Games in Teaching-Learning Processes: A Brief Review. Int. J. Second. Educ. 2015, 2(6), 102-105. doi: 10.11648/j.ijsedu.20140206.12

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    AMA Style

    Edgar Manuel Cano Cruz, Juan Andrés Velázquez Cruz, Juan Gabriel Ruiz Ruiz, Luis David Huerta Hernández. Video Games in Teaching-Learning Processes: A Brief Review. Int J Second Educ. 2015;2(6):102-105. doi: 10.11648/j.ijsedu.20140206.12

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  • @article{10.11648/j.ijsedu.20140206.12,
      author = {Edgar Manuel Cano Cruz and Juan Andrés Velázquez Cruz and Juan Gabriel Ruiz Ruiz and Luis David Huerta Hernández},
      title = {Video Games in Teaching-Learning Processes: A Brief Review},
      journal = {International Journal of Secondary Education},
      volume = {2},
      number = {6},
      pages = {102-105},
      doi = {10.11648/j.ijsedu.20140206.12},
      url = {https://doi.org/10.11648/j.ijsedu.20140206.12},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ijsedu.20140206.12},
      abstract = {Along with knowledge acquisition, techniques and procedures, the goal of education is to develop individuals capable of reacting to planned or unplanned circumstances, making decisions in a set time. The focus of digital game-based learning (DGBL) under an instructional framework context, pedagogical standards link where computer games are an integral part of learning. You teach with computer games for teaching content, has the potential to positively influence the motivation of students to learn and retain knowledge. In this article we have reviewed literature in this field and determined whether the use of computer games, especially in mathematics, contributes to a more efficient implementation of educational objectives at all levels of education.},
     year = {2015}
    }
    

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Author Information
  • Computer Science Department, University of the Istmo Region, Ixtepec, Mexico

  • Computer Science Department, University of the Istmo Region, Ixtepec, Mexico

  • Computer Science Department, University of the Istmo Region, Ixtepec, Mexico

  • Computer Science Department, University of the Istmo Region, Ixtepec, Mexico

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