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Artículo

Game-based learning (GBL) applied to the teaching of mathematics in higher education. A systematic review of the literature

Resumen

The goal of this article is to present a systematic revision of the literature about game-based learning, applied to the teaching of mathematics in higher education. Technology in the classrooms has generated notable changes and new learning environments, among which computer games capture the attention of many users, generate compromise and better learning results. Through the methodology of record review from five bibliographic indexes and databases, of interest for the educational area, the corresponding bibliometric analysis, the quality evaluation and the generation of conclusions were done. The results show 19 records that approach different mediations and that are oriented to the cognitive, emotional, affective, soft skills, and behavioral development. These findings allow researchers interested in the topic and higher educational institutions to analyze the relevance and positive contributions of games (digital and non-digital) in the teaching-learning processes.
Zabala-Vargas, Sergio A. (57207777079); Ardila-Segovia, Dayan A. (57215592219); García-Mora, Lewis H. (57215577971); Benito-Crosetti, Bárbara L. de (57215573616)
2020
10.4067/S0718-50062020000100013
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85081200054&doi=10.4067%2fS0718-50062020000100013&partnerID=40&md5=0b13924d8eab50b8322191d7681f6aa3
All Open Access; Gold Open Access; Green Open Access
Scopus
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