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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Veröffentlicht in:Heliyon 2022-08, Vol.8 (8), p.e10316-e10316, Article e10316
Hauptverfasser: Guerra-Antequera, Jorge, Antequera-Barroso, Juan-Antonio, Revuelta-Domínguez, Francisco-Ignacio
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Sprache:eng
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Zusammenfassung: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. Video games, Mathematics, Spatial perception, Motivation.
ISSN:2405-8440
2405-8440
DOI:10.1016/j.heliyon.2022.e10316