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Similarities in Procedures Used to Solve Mathematical Problems and Video Games

Bibliographic Data

ID22042935
AuthorsJuan Antonio Antequera Barroso (0000-0001-8259-8963, Universidad de Extremadura, corresponding author), Francisco Ignacio Revuelta-Domínguez (0000-0002-3649-4327, Universidad de Extremadura), Jorge Guerra-Antequera (0000-0003-1675-8038, Universidad de Extremadura)
Year2022
Volume12
Issue3
Pages172
Publication date2022-03-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci12030172
OpenAlexW4214548481
LanguageEN
Citations received4
References cited25

Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality. We took advantage of this recreational aspect of video games when investigating whether there are similarities between the procedures used to pass a video game level and those used to solve a mathematical problem. Moreover, we also questioned whether the use of video games can reduce the negative emotions generated by mathematical problems and logical–mathematical knowledge in general. To verify this, we used the Portal 2 video game as a research method or tool. This video game features concepts from the spatial–geometric field that the students must identify and relate in order to carry out the procedures required to solve challenges in each level. The procedures were recorded in a questionnaire that was separated into two blocks of content in order to compare them with the procedures used to solve mathematical problems. The first block pertains to the procedures employed and the second block to the emotions that the students experienced when playing the video game and when solving a mathematical problem. The results reveal that the recreational aspect of video games is more important than the educational aspect. However, the students were not aware of using the problem-solving procedures they learned at school to solve different challenges in the video games. Furthermore, overcoming video game challenges stimulates positive emotions as opposed to the negative emotions generated when solving mathematical problems

Game mechanics · Multimedia · Video game · Augmented Reality Applications · Cognitive and developmental aspects of mathematical skills · Computer Science · Educational Games and Gamification · Mathematics · Artificial Intelligence

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Unique citing works4
Citations per year1
Citation span2022 - 2024 (3)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 4

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