Videojuegos y aprendizaje en la etapa universitariauna revisión sistemática

  1. María Caridad Sierra-Daza 1
  2. Marta Martín-del-Pozo 2
  3. María Rosa Fernández-Sánchez 1
  1. 1 Universidad de Extremadura
    info

    Universidad de Extremadura

    Badajoz, España

    ROR https://ror.org/0174shg90

  2. 2 Universidad de Salamanca
    info

    Universidad de Salamanca

    Salamanca, España

    ROR https://ror.org/02f40zc51

Revista:
Revista de educación

ISSN: 0034-8082

Año de publicación: 2024

Título del ejemplar: Gamificación, Videojuegos y eSports

Número: 405

Páginas: 103-132

Tipo: Artículo

DOI: 10.4438/1988-592X-RE-2024-405-629 DIALNET GOOGLE SCHOLAR lock_openAcceso abierto editor

Otras publicaciones en: Revista de educación

Resumen

Los videojuegos ofrecen oportunidades educativas interactivas en el ámbito de la Universidad, contribuyendo a la adquisición de conocimientos y al desarrollo de destrezas. En este sentido, este estudio pretende identificar evidencias de artículos basados en el uso didáctico de videojuegos en esta etapa educativa. Para ello, se ha seguido rigurosamente el proceso de una revisión sistemática de literatura, siguiendo los estándares del protocolo PRISMA 2020. En concreto, esta revisión se apoya en el análisis y selección de artículos científicos que abordan el impacto y uso de videojuegos en Educación Superior en los últimos siete años, contando con una muestra final de 64 artículos publicados en las bases de datos Science Direct, Dialnet, Springer Link y Scopus, durante el período comprendido entre 2016 y 2022. Los hallazgos obtenidos recogen resultados de aprendizaje generados con el uso de videojuegos, y, en especial, con serious game, en el ámbito de la etapa universitaria, siendo la mayoría procedentes de estudios planteados con estudiantes de la rama de Ciencias Sociales y Jurídicas. A su vez, se evidencian resultados de aprendizaje relacionados con la adquisición de conocimientos, seguido del fomento de la motivación e implicación del alumnado con su proceso de aprendizaje. Por su parte, es destacable la promoción de otros aprendizajes generados con el uso de videojuegos en la etapa universitaria, siendo inferiores los estudios donde se trabaja el cambio de comportamiento, las habilidades cognitivas y perceptuales, las habilidades fisiológicas y las habilidades sociales y blandas. Aunque existe un incremento significativo de investigaciones sobre la temática, hay pocos estudios en algunas ramas de conocimiento y una falta de investigaciones sobre uso de videojuegos en el contexto universitario, que aborden las mejoras que se producen en la asimilación de conocimientos de materias específicas y en el desarrollo de habilidades fundamentales el adecuado ejercicio de la profesión.

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