Video games applied to the teaching of initial mathematics: a review

Authors

DOI: https://doi.org/10.6018/riite.558751
Keywords: Educational game, Math, Teaching, Technology, Learning

Abstract

Having digital resources for inclusive education is one of the challenges faced by teachers and institutions. This systematic review focuses on finding developments in digital educational resources oriented towards the teaching of mathematics. Studies in Spanish and English from 2018 to 2022 were considered by searching the Scopus, Web of Science, ERIC, IEEE, and PsycINFO databases. The work was carried out following the PRISMA statement (Ouzzani et al., 2016; Page et al., 2021), the steps proposed by Sánchez-Meca (2022), and the recommendations of Marín (2022). Articles were identified to visualize the characteristics used and to obtain inferences in order to propose guiding principles in the creation of educational video games focused on the learning of mathematics. The results obtained in these experiences were evaluated, and in general, evidence was found that the use of these digital resources is positive, although the authors acknowledge limitations in their work. From reading and analyzing the studies, certain elements emerged that must be taken into account in their design to ensure success in the implementation of these didactic strategies.

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Published
01-12-2023
How to Cite
Screpnik, C. R., Español, E., Español, E., & Español, E. (2023). Video games applied to the teaching of initial mathematics: a review . RiiTE Interuniversity Journal of Research in Educational Technology, (15), 79–102. https://doi.org/10.6018/riite.558751