Investigación con videojuegos en educación. Una revisión sistemática de la literatura de 2015 a 2020

  1. Jorge Guerra Antequera 1
  2. Francisco Ignacio Revuelta Domínguez 1
  1. 1 Universidad de Extremadura

    Universidad de Extremadura

    Badajoz, España


Revista colombiana de educación

ISSN: 0120-3916

Ano de publicación: 2022

Número: 85

Tipo: Artigo


Outras publicacións en: Revista colombiana de educación


Citas recibidas

  • Citas en Scopus: 1 (15-09-2023)
  • Citas en Dimensions: 0 (21-03-2023)

SCImago Journal Rank

  • Ano 2022
  • Impacto SJR da revista: 0.178
  • Cuartil maior: Q4
  • Área: Education Cuartil: Q4 Posición na área: 1148/1438


  • Ciencias Sociais: D

Scopus CiteScore

  • Ano 2022
  • CiteScore da revista: 0.9
  • Área: Education Percentil: 26


(Datos actualizados na data de 21-03-2023)
  • Total de citas: 0
  • Citas recentes: 0


The use of video games in the classroom is an educational trend that has been raised, documented, and researched for decades. This research starts with the premise of capturing through a Systematic Literature Review the current state of research with videogames in formal educational contexts. For this, a search for documents was carried out in the Scopus database, obtaining a sample of 7320 documents, which after going through a screening process, 90 documents were obtained that met the inclusion criteria proposed for this study in the period from 2015 to 2020. The data found were subjected to statistical analysis using SPSS statistical analysis software. The conclusions that were drawn from the analyzed documents show that research with video games and education maintains quantitative perspectives as the most used methodology by the scientific community. Furthermore, studies with descriptive designs also stand out, which serve to obtain data in a general way about the operation of video games in the classroom. Finally, educational video games have been highlighted as the most used in the documents analyzed due to their didactic connotations.

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