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 |
Digital Games-Based Learning, Educational Technology, Innovative Education Strategies, Educational Software, Serious Games, Gamification
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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
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
@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} }
TY - JOUR T1 - Video Games in Teaching-Learning Processes: A Brief Review AU - Edgar Manuel Cano Cruz AU - Juan Andrés Velázquez Cruz AU - Juan Gabriel Ruiz Ruiz AU - Luis David Huerta Hernández Y1 - 2015/01/12 PY - 2015 N1 - https://doi.org/10.11648/j.ijsedu.20140206.12 DO - 10.11648/j.ijsedu.20140206.12 T2 - International Journal of Secondary Education JF - International Journal of Secondary Education JO - International Journal of Secondary Education SP - 102 EP - 105 PB - Science Publishing Group SN - 2376-7472 UR - https://doi.org/10.11648/j.ijsedu.20140206.12 AB - 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. VL - 2 IS - 6 ER -