Research with Video Games in Education. A Systematic Review of the Literature from 2015 to 2020

10Citations
Citations of this article
29Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

The use of video games in the classroom is an educational trend that has been raised, documented, and researched for decades. This research starts with the premise of capturing through a Systematic Literature Review the current state of research with videogames in formal educational contexts. For this, a search for documents was carried out in the Scopus database, obtaining a sample of 7320 documents, which after going through a screening process, 90 documents were obtained that met the inclusion criteria proposed for this study in the period from 2015 to 2020. The data found were subjected to statistical analysis using SPSS statistical analysis software. The conclusions that were drawn from the analyzed documents show that research with video games and education maintains quantitative perspectives as the most used methodology by the scientific community. Furthermore, studies with descriptive designs also stand out, which serve to obtain data in a general way about the operation of video games in the classroom. Finally, educational video games have been highlighted as the most used in the documents analyzed due to their didactic connotations.

Cite

CITATION STYLE

APA

Guerra-Antequera, J., & Revuelta-Domínguez, F. I. (2022, May 1). Research with Video Games in Education. A Systematic Review of the Literature from 2015 to 2020. Revista Colombiana de Educacion. Research Center of Universidad Pedagogica Nacional. https://doi.org/10.17227/rce.num85-12579

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free