Heliyon (Aug 2022)

Degree of motivation and acquisition of visuospatial perception after the incorporation a video game in the learning of mathematical knowledge

  • Jorge Guerra-Antequera,
  • Juan-Antonio Antequera-Barroso,
  • Francisco-Ignacio Revuelta-Domínguez

DOI
https://doi.org/10.1016/j.heliyon.2022.e10316
Journal volume & issue
Vol. 8, no. 8
p. e10316

Abstract

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The aim objective of this study was to analyze the incorporation procedure for the Portal 2 video game in the subject Mathematical Knowledge in Early Childhood Education. Two specific objectives were proposed: (a) to consider whether the inclusion of a video game is a motivating educational resource, and (b) to determine the degree of knowledge related to visuospatial perception acquired through interaction with the video game.A total of 170 students from the Faculty of Education Sciences of the University of Cádiz participated in this study.Three variables were analyzed: the use of the video game as a resource, the degree of motivation towards mathematics-related learning, and the acquisition of visuospatial skills.The results show that the students affirmed the video game's suitability as a learning resource, although as a supplementary resource to the dynamics of the subject, highlighting the strong motivational factor and the set of knowledge acquired.

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