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dc.contributor.authorAntequera Barroso, Juan Antonio-
dc.contributor.authorRevuelta Domínguez, Francisco Ignacio-
dc.contributor.authorGuerra Antequera, Jorge-
dc.date.accessioned2024-02-05T11:45:05Z-
dc.date.available2024-02-05T11:45:05Z-
dc.date.issued2022-03-01-
dc.identifier.urihttp://hdl.handle.net/10662/19906-
dc.description.abstractVideo game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality. We took advantage of this recreational aspect of video games when investigating whether there are similarities between the procedures used to pass a video game level and those used to solve a mathematical problem. Moreover, we also questioned whether the use of video games can reduce the negative emotions generated by mathematical problems and logical–mathematical knowledge in general. To verify this, we used the Portal 2 video game as a research method or tool. This video game features concepts from the spatial– geometric field that the students must identify and relate in order to carry out the procedures required to solve challenges in each level. The procedures were recorded in a questionnaire that was separated into two blocks of content in order to compare them with the procedures used to solve mathematical problems. The first block pertains to the procedures employed and the second block to the emotions that the students experienced when playing the video game and when solving a mathematical problem. The results reveal that the recreational aspect of video games is more important than the educational aspect. However, the students were not aware of using the problem-solving procedures they learned at school to solve different challenges in the video games. Furthermore, overcoming video game challenges stimulates positive emotions as opposed to the negative emotions generated when solving mathematical problems.es_ES
dc.format.extent16 p.es_ES
dc.format.mimetypeapplication/pdfen_US
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.subjectmathematical problem-solvinges_ES
dc.subjectVideo gameses_ES
dc.subjectEmotionses_ES
dc.subjectPortal 2es_ES
dc.subjectResolución de problemas matemáticoses_ES
dc.subjectJuegos de vídeoes_ES
dc.subjectEmocioneses_ES
dc.titleSimilarities in Procedures Used to Solve Mathematical Problems and Video Gameses_ES
dc.typearticlees_ES
dc.description.versionpeerReviewedes_ES
europeana.typeTEXTen_US
dc.rights.accessRightsopenAccesses_ES
dc.subject.unesco5801.05 Pedagogía Experimentales_ES
europeana.dataProviderUniversidad de Extremadura. Españaes_ES
dc.identifier.bibliographicCitationAntequera-Barroso JA, Revuelta-Domínguez F-I, Guerra Antequera J. Similarities in Procedures Used to Solve Mathematical Problems and Video Games. Education Sciences. 2022; 12(3):172. https://doi.org/10.3390/educsci12030172es_ES
dc.type.versionpublishedVersiones_ES
dc.contributor.affiliationUniversidad de Extremadura. Departamento de Ciencias de la Educaciónes_ES
dc.contributor.affiliationUniversidad de Extremadura. Departamento de Didáctica de las Ciencias Experimentales y Matemáticases_ES
dc.relation.publisherversionhttps://www.mdpi.com/2227-7102/12/3/172es_ES
dc.identifier.doi10.3390/educsci12030172-
dc.identifier.publicationtitleEducation Sciencees_ES
dc.identifier.publicationissue172es_ES
dc.identifier.publicationfirstpage172-1es_ES
dc.identifier.publicationlastpage172-16es_ES
dc.identifier.publicationvolume12es_ES
dc.identifier.orcid0000-0001-8259-8963es_ES
dc.identifier.orcid0000-0002-3649-4327es_ES
dc.identifier.orcid0000-0003-1675-8038es_ES
Colección:DDCEM - Artículos

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