Videogames in Education: Benefits and Harms

 

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Библиографические подробности
Авторы: Núñez-Barriopedro, Estela, Sanz-Gomez, Yeray, Ravina-Ripoll, Rafael
Формат: artículo
Статус:Versión publicada
Дата публикации:2020
Описание:In education, a paradigm is shifting to a more innovative teaching-learning process. Specifically, this paradigm focuses on including video games in classrooms as a teaching resource intended to obtain a more entertaining, efficient, and pleasant quality education for students. The proposed research aims to analyze whether there are significant differences among users of video games on the benefits or harms they bring, especially in education, or there is a positive or negative general opinion, as other authors noted, on the influence of video games on users’ behavior. To analyze the viewpoints on video games, first, we do an exploratory study through the literature. Then, we do a correlational survey study where Cluster Analysis and Multiple Correspondence Analysis are used. In this study, we took 400 Spanish consumers aged between 11 and 64 years without discrimination, regardless of sex. Among the results obtained, we can emphasize the creation of several groups with significant differences in their points of view, in some cases, very positive and in others more conservative. These results lead to conclude that the users’ opinions about how video games can affect their self-growth are being more positive, opening doors for using video games in education and other sectors.  
Страна:Portal de Revistas UNA
Институт:Universidad Nacional de Costa Rica
Repositorio:Portal de Revistas UNA
Язык:Español
Inglés
Portugués
OAI Identifier:oai:ojs.www.una.ac.cr:article/11130
Online-ссылка:https://www.revistas.una.ac.cr/index.php/EDUCARE/article/view/11130
Ключевое слово:interactive learning
skills
cognitive development
education strategies
motivation
video games
Aprendizaje interactivo
competencias
desarrollo cognitivo
estrategias educativas
motivación
videojuego
Aprendizagem interativa
competências
desenvolvimento cognitivo
estratégias educativas
motivação
videojogos