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Perceived Utility of Video Games in the Learning Process in Secondary Education—Case Studies

Verónica Marín-Díaz, Begoña E. Sampedro-Requena and Issota Mac Fadden
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Verónica Marín-Díaz: Education Department, University of Córdoba, 14071 Córdoba, Spain
Begoña E. Sampedro-Requena: Education Department, University of Córdoba, 14071 Córdoba, Spain
Issota Mac Fadden: Education Department, University Degli studi di Firenze, 50121 Firenze, Italy

Sustainability, 2019, vol. 11, issue 23, 1-13

Abstract: The incorporation of videogames into the training of students is a reality that becomes very important to the extent that they are becoming more relevant in their personal lives. Linking aspects of their informal to formal life implies taking into account how students perceive this link. The purpose of this work is to determine what the perceived utility values are among secondary school students towards the inclusion of video games in the curricular development of the contents of the said educational stage, paying attention to the educational approach of video games. The quantitative methodology used is based on explaining the relationship between variables through a multiple linear regression analysis, targeted at 223 secondary education students. It has been proven that this utility is linked to the attitude that the student has towards the following aspects: The culture of educational success, diversity, and inclusion, as well as coexistence. Therefore, we consider that the linkage development of content-video games is an element in value to be incorporated into the classroom methodology by the teacher.

Keywords: videogames; student; secondary education (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2019
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