Videogames and learning in the university stage: a systematic review
Main Article Content
Abstract
Video games offer interactive educational opportunities in the field of Higher Education, contributing to the acquisition of knowledge and the development of skills. In this sense, the main objective of this study is to collect evidence from articles based on the didactic use of video games in this educational stage. To do this, the process of a systematic literature review has been rigorously followed following the standards of the PRISMA 2020 protocol. Specifically, this review is based on the analysis and selection of scientific articles that address the impact and use of video games in higher education in the last seven years with a final sample of 64 articles published in the Science Direct, Dialnet, Springer Link and Scopus databases during the period between 2016 and 2022. The findings obtained collect learning results generated with the use of video games and especially with serious games, in the field of Higher Education, the majority coming from studies carried out with students in the field of Social and Legal Sciences. At the same time, learning results related to the acquisition of knowledge are evidenced, followed by the promotion of motivation and involvement of the students with their learning process. For its part, it is noteworthy the lower promotion of other types of learning generated with the use of video games in the university stage, with lower studies that work on behavior change, cognitive and perceptual skills, physiological skills, and social skills and soft skills. In conclusion, a growth in research on the subject stands out, however, there are few studies in some fields of knowledge as well as a lack of research that explains where the improvements in learning outcomes derived from the use of video games in Higher Education.
Keywords: video games, game based learning, learning, higher education,
outcomes of education.