Abstract
Working with videogames in class is becoming a normal reality which truly depends on the vision that the teacher possesses about it. But what do receptive students really think about the education mediated by videogames? The current paper introduces the assessment that a group of students from Secondary Education has done (N = 207) about the usage of videogames in the classes. Also, it allows drawing the user profile that the direct-grant schools present. The method used has been descriptive and correlated developed by means of a questionnaire composed by 37 items. The main result obtained shows that the students from the first courses in this educational level are more given to the usage of videogames for their curricular development. Also, we found significant differences in the use of video games in favour of men. Moreover, it is highlighted the profile of low videogames consumer that these students have, questioning whether this will be determined by the type of school in which this research has been carried out. Thus, we present a line of study that links the vision of the videogames and the type of school in which they are studied, since this, among other aspects, is determined by the family purchasing power.




Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.References
AdeSe (2012). Anuario. Retrieved from http://www.adese.es/anuario2012/ANUARIO_ADESE_2012.pdf
Arufe-Giráldez, V. (2019). Fortnite EF, un nuevo juego deportivo para el aula de Educación Física. Propuesta de innovación y gamificación basada en el videojuego Fortnite. Sportis. Scientific Journal of School Sport, Physical Education and Psychomotricity, 5(2), 323–350. https://doi.org/10.17979/sportis.2019.5.2.5257.
Badia, M. M., Cloriano, M., Gotzens, C., Cladellas, R., & Dezellest, T. (2015). Videojuegos, televisión y rendimiento académico en alumnos de Primaria. Pixel Bit, Revista de Medios y Educación, 46, 25–38. https://doi.org/10.12795/pixelbit.2015.i46.02.
Barr, M. (2017). Video games can develop graduate skills in higher education students: A randomised trial. Computes & Education, 80, 86–97. https://doi.org/10.1016/j.compedu.2017.05.016.
Blumberg, F. C., & Randal, J. D. (2015). What do children and adolescents say they do during video game play? Journal of Applied Developmental Psychology, 34(2), 82–88. https://doi.org/10.1016/j.appdev.2012.11.004.
Calvo-Ferrer, J. R., & Belda-Medina, J. R. (2015). Análisis de la satisfacción del alumnado de L2 con respecto a la adquisición de terminología especializada por medio de videojuegos: estudio de caso. Porta Linguorum, 24, 179–190.
De Castel, S., Larios, H., & Jenson, J. (2019). Gender, videogames and navigations. Acta Psychologica, 199. https://doi.org/10.1016/j.actpsy.2019.102895.
Del Castillo, H., Herrero, D., García, A. B., Checa, M., & Monjelat, N. (2012). Desarrollo de competencias a través de los videojuegos deportivos: alfabetización digital e identidad, RED, Revista de Educación a Distancia, 33. Retrieved from https://www.um.es/ead/red/33/delCastillo_et_al.pdf
Espejo, T., Chacón, R., Castro, M., Martínez, A., Zurita, F., & Pinel, C. (2015). Análisis descriptivo del uso problemático y hábitos de consumo de los videojuegos con relación al género en estudiantes universitarios. RELATEC, Revista Latinoamericana de Tecnología Educativa, 14(3), 85–93. https://doi.org/10.17398/1695-288X.14.3.85.
Fundación Telefónica (2009). La generación interactiva en España. Niños y adolescentes ante las pantallas. Madrid: Airel.
García, R. M., Cortés, S., & LaCasa, P. (2014). Audiencias creativas y diseño de videojuegos. Revista de Estudios de Juventud, 106, 133–148.
Granie, I., Lobel, A., & Engels, R. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–18. https://doi.org/10.1037/a0034857.
Greitemeyer, T., & Mügg, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video games play. Personality and Social Psychology Bulletin, 40(5), 578–589. https://doi.org/10.1177/0146167213520459.
Hamlen, K. R. (2011). Children’s choices and strategies in video games. Computers in Human Behavior, 27, 532–539. https://doi.org/10.1016/j.chb.2010.10.001.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J. y Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. doi: https://doi.org/10.1016/j.chb.2015.07.045.
Hernández, R., Fernández, C., & Baptista, P. (2006). Metodología de la investigación. México: McGraw Hill Interamericana.
Ibraim, B., & Hmaid, Y. A. (2017). The effect of teaching mathematics usinf interactive video games on the fifth grade students’ achievement. An-Najah University Journal for Research - B (Humanities), 31(3), 471–492.
Lauchers, M. J., Álvarez, C. F., Boqueo, L. A., Amaya, M. A., & Salazar, C. (2014). Incidencia de videojuegos en el retraimiento de niños de 6 a 12 años. Revista Educación y Humanismo, 16(27), 15–26.
Malinverni, L., Mora-Guiard, J., Padillo, V., Valero, L., Hervás, A., & Pares, N. (2017). An inclusive design approach for developing video games for children with autism Spectrum disorder. Computer in Human Behaviour, 71, 535–549. https://doi.org/10.1016/j.chb.2016.01.018.
Marín, V. (2014). Aprendiendo a través de los videojuegos. La opinión de los y las jóvenes educadores y educadoras. Revista de Estudios de Juventud, 106, 165–149.
Marín, V., & Martín, J. (2014). ¿Podemos utilizar los videojuegos para el desarrollo del currículo de la etapa de infantil? NAER, 3(1), 20–25. https://doi.org/10.7821/naer.3.1.20-25.
Marín, V., & Figueroa, J (2015). The development of digital competencies through video games. World 508 Journal of Social Science. 2(1), 32–41. https://doi.org/10.5430/wjss.v2n1p32
Marín-Díaz, V., Morales-Díaz, M., & Reche-Urbano, E. (2019). Educational possibilities of video games in the primary education stage according to teachers in training. A case study. NAER, Journal of New Approaches in Educational Research, 8(1), 42–49. https://doi.org/10.7821/naer.2019.1.330.
Mateo, J. (2012). La investigación ex post-facto. En Bisquerra, R. (coord.). Metodología de investigación educativa. (pp. 195–229). Madrid, La Muralla.
Morales, P. (2011). Guía para construir cuestionarios y escalas de actitudes. Madrid: Universidad Pontificia Comillas. Recuperado de: http://web.upcomillas.es/personal/peter/otrosdocumentos/guiaparaconstruirescalasdeactitudes.pdf
Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., & Liang, H. N. (2019). Engaging children with educational content via Gamification. Smart Learning Environments, 6, 6. https://doi.org/10.1186/s40561-019-0085-2.
Navarrete-Cardero, L., & Molina-González, J. L. (2015). La influencia de los videojuegos de contenido apocalíptico en los adolescentes. Arte, Individuo y Sociedad, 27(2), 161–178. https://doi.org/10.5209/rev_ARIS.2015.v27.n2.43176.
Pérez, R., García, J.L., Gil, J. A., & Galán, A. (2009). Estadística aplicada a la educación. Madrid, Pearson Educación y UNED.
Reyes-Hernández, K. L., Sánchez-Chávez, N., Toledo-Ramírez, M. I., Reyes-Gómez, U., Reyes-Hernández, D. P. y Reyes-Hernández, U. (2014). Los videojuegos: ventajas y perjuicios para los niños. Revista Mexicana de Pediatría, 81(2), 74–78. Retrieved from https://www.medigraphic.com/cgi-bin/new/resumen.cgi?IDARTICULO=49304
Sabariego, M. (2012). El proceso de investigación (parte 2). En R. Bisquerra (coord.), Metodología de la investigación educativa. (pp. 127–163). Madrid, La Muralla.
Sánchez, J. P., & Silveira, E. A. (2019). Prevalencia y dependencia a los videojuegos en una muestra de adolescentes. Revista Electrónica sobre Ciencia, Tecnología y Sociedad, 6(1). Retrieved from http://www.ctes.org.mx/index.php/ctes/article/view/690
Shale, M. D., Pettitt, B. J., Morgenthat, C. B., & Smith, C. D. (2008). Should surgical novices trade their retractors for joysticks? Video game experience decrease the time needed to acquire surgical skills. Surgical Endoscopy, 22(5), 1294–1297.
Sonlleva, M., Torrego, A., & Martínez, S. (2017). “Es una locura vivir sin Facebook ni WhatsApp”: la huella tecnológica en el docente en formación. EDMETIC, Revista de Educación Mediática y TIC, 6(2), 255–275. https://doi.org/10.21071/edmetic.v6i2.6935.
Soto, L. M., Melo, L., Caballero, A., & Luengo, R. (2019). Análisis cualitativo de las opiniones de los estudiantes de Grado de Educación Primaria sobre le uso de los videouegos como recurso educativo. Ingestigaçao Qualitativa em Educaçao, 1, 169–178.
Soutter, A. R. B., & Hitchens, M. (2016). The relationship between character identification and flow state within video games. Computer in Human Behaviour, 55, 1003–1038. https://doi.org/10.1016/j.chb.2015.11.012.
Tamayo, M., & Tamayo, L. S. (2018). Los videojuegos para la comunicación en salud sexual de los escolares. Validación de los profesores de Secundaria. Communication Papers-Media Literacy & Gender Studies, 7(13), 113–128.
Tomorrow Proyect (2008). Speak up 2007 for students, teachers, parents and administrators. Retrieved from http://www.tomorrow.org/docs/national%20findings%20speak%20up%202007.pdf. Accessed 22 August 2019.
Valero, J.A., Coca, J.R. & Jiménez, A. (2013). Reflexión teórica sobre aspectos socio-educativos del ocio tecnocientífico. Argumentos de Razón Técnica, 16, 91-107. Recuperado de http://institucional.us.es/revistas/argumentos/16/art_5.pdf
Watson, W., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a videogame for teaching high school. Computers & Education., 56, 466–476. https://doi.org/10.1016/j.compedu.2010.09.007.
Williamson, B. (2009). Computer games, schools and young people. A report for educators on wing games for learning. Retrieved from http://www2.futurelab.org.uk/resources/documents/project_reports/becta/Games_and_Learning_educators_report.pdf
Author information
Authors and Affiliations
Corresponding author
Additional information
Publisher’s note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
About this article
Cite this article
Marín-Díaz, V., Sampedro-Requena, B.E. & López-Pérez, M. Students’ perceptions about the use the videogames in secondary education. Educ Inf Technol 25, 3251–3273 (2020). https://doi.org/10.1007/s10639-020-10122-6
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10639-020-10122-6