Volume 2, Issue 6, December 2014, Page: 102-105
Video Games in Teaching-Learning Processes: A Brief Review
Edgar Manuel Cano Cruz, Computer Science Department, University of the Istmo Region, Ixtepec, Mexico
Juan Andrés Velázquez Cruz, Computer Science Department, University of the Istmo Region, Ixtepec, Mexico
Juan Gabriel Ruiz Ruiz, Computer Science Department, University of the Istmo Region, Ixtepec, Mexico
Luis David Huerta Hernández, Computer Science Department, University of the Istmo Region, Ixtepec, Mexico
Received: Nov. 30, 2014;       Accepted: Dec. 31, 2014;       Published: Jan. 12, 2015
DOI: 10.11648/j.ijsedu.20140206.12      View  2328      Downloads  444
Along with knowledge acquisition, techniques and procedures, the goal of education is to develop individuals capable of reacting to planned or unplanned circumstances, making decisions in a set time. The focus of digital game-based learning (DGBL) under an instructional framework context, pedagogical standards link where computer games are an integral part of learning. You teach with computer games for teaching content, has the potential to positively influence the motivation of students to learn and retain knowledge. In this article we have reviewed literature in this field and determined whether the use of computer games, especially in mathematics, contributes to a more efficient implementation of educational objectives at all levels of education.
Digital Games-Based Learning, Educational Technology, Innovative Education Strategies, Educational Software, Serious Games, Gamification
To cite this article
Edgar Manuel Cano Cruz, Juan Andrés Velázquez Cruz, Juan Gabriel Ruiz Ruiz, Luis David Huerta Hernández, Video Games in Teaching-Learning Processes: A Brief Review, International Journal of Secondary Education. Vol. 2, No. 6, 2014, pp. 102-105. doi: 10.11648/j.ijsedu.20140206.12
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