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Article

Perceived Utility of Video Games in the Learning Process in Secondary Education—Case Studies

1
Education Department, University of Córdoba, 14071 Córdoba, Spain
2
Education Department, University Degli studi di Firenze, 50121 Firenze, Italy
*
Author to whom correspondence should be addressed.
Sustainability 2019, 11(23), 6744; https://doi.org/10.3390/su11236744
Received: 20 October 2019 / Revised: 20 November 2019 / Accepted: 21 November 2019 / Published: 28 November 2019
The incorporation of videogames into the training of students is a reality that becomes very important to the extent that they are becoming more relevant in their personal lives. Linking aspects of their informal to formal life implies taking into account how students perceive this link. The purpose of this work is to determine what the perceived utility values are among secondary school students towards the inclusion of video games in the curricular development of the contents of the said educational stage, paying attention to the educational approach of video games. The quantitative methodology used is based on explaining the relationship between variables through a multiple linear regression analysis, targeted at 223 secondary education students. It has been proven that this utility is linked to the attitude that the student has towards the following aspects: The culture of educational success, diversity, and inclusion, as well as coexistence. Therefore, we consider that the linkage development of content-video games is an element in value to be incorporated into the classroom methodology by the teacher. View Full-Text
Keywords: videogames; student; secondary education videogames; student; secondary education
MDPI and ACS Style

Marín-Díaz, V.; Sampedro-Requena, B.E.; Mac Fadden, I. Perceived Utility of Video Games in the Learning Process in Secondary Education—Case Studies. Sustainability 2019, 11, 6744. https://doi.org/10.3390/su11236744

AMA Style

Marín-Díaz V, Sampedro-Requena BE, Mac Fadden I. Perceived Utility of Video Games in the Learning Process in Secondary Education—Case Studies. Sustainability. 2019; 11(23):6744. https://doi.org/10.3390/su11236744

Chicago/Turabian Style

Marín-Díaz, Verónica, Begoña E. Sampedro-Requena, and Issota Mac Fadden. 2019. "Perceived Utility of Video Games in the Learning Process in Secondary Education—Case Studies" Sustainability 11, no. 23: 6744. https://doi.org/10.3390/su11236744

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