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.
Chu, Jia-Hao (58652064200); Zhang, Yang (59275995800); Jiang, Yi (59275427500); Wu, Hai-Fan (58865154200); Wang, Wen-Yi (57981081700); Wang, Min (59273744700); Zhang, Jia-Hui (59277108500); Yan, Kun (58356697700); Yao, Xin-Miao (57191572467)
Research trends of bone tumor treatment with 3D printing technology from 2013 to 2022: a bibliometric analysis
2024
10.1007/s12672-024-01207-6
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85201527415&doi=10.1007%2fs12672-024-01207-6&partnerID=40&md5=e5f617e21df8936c2dd8efe244b87712
Third Clinical College, Zhejiang Chinese Medical University, Hangzhou, China; Zhejiang Chinese Medical University’s Third Affiliated Hospital, Hangzhou, China
All Open Access; Gold Open Access
Scopus
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