TY - GEN
T1 - Use of 2D/3D Video Games in Digital Platforms for Basic Education
T2 - 1st IEEE Colombian Caribbean Conference, C3 2023
AU - Verastegui-Santiago, Jesus O.
AU - Andrade-Macotela, Coraly
AU - Valcarcel-Castillo, Hector
AU - Aylas-Mayta, Geraldine
AU - Candiotti-Chamorro, Gianella A.
AU - Huamanchahua, Deyby
AU - Escobar-Baquerizo, Suni
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - The use of 2D and 3D video games has increased and continues to grow in the market; moreover, some schools are already using video games as a method for students' learning, as this helps them to become more involved with subject activities, increase creativity and teamwork; in other words, this facilitates students to understand the subject matter and expand their knowledge. On the other hand, a technology watch is a tool that helps to make decisions based on the information obtained, thanks to which the process of using video games for education students can be improved. Subsequently, this paper reviews 25 articles on the introduction of 2D and 3D video games in different grades of education and technology watch; furthermore, they were classified by types of video games, methodology, variety of graphics, and many other points. Also, their differences and similarities, such as the type of education or the age range for which the video games are intended, were compared. Finally, this publication indicates how many articles touch on technology watch related to education and video games to verify how important this is.
AB - The use of 2D and 3D video games has increased and continues to grow in the market; moreover, some schools are already using video games as a method for students' learning, as this helps them to become more involved with subject activities, increase creativity and teamwork; in other words, this facilitates students to understand the subject matter and expand their knowledge. On the other hand, a technology watch is a tool that helps to make decisions based on the information obtained, thanks to which the process of using video games for education students can be improved. Subsequently, this paper reviews 25 articles on the introduction of 2D and 3D video games in different grades of education and technology watch; furthermore, they were classified by types of video games, methodology, variety of graphics, and many other points. Also, their differences and similarities, such as the type of education or the age range for which the video games are intended, were compared. Finally, this publication indicates how many articles touch on technology watch related to education and video games to verify how important this is.
KW - 2D/3D video games
KW - active methodology
KW - developmental methodology
KW - education
UR - http://www.scopus.com/inward/record.url?scp=85186760791&partnerID=8YFLogxK
U2 - 10.1109/C358072.2023.10436294
DO - 10.1109/C358072.2023.10436294
M3 - Conference contribution
AN - SCOPUS:85186760791
T3 - 1st IEEE Colombian Caribbean Conference, C3 2023
BT - 1st IEEE Colombian Caribbean Conference, C3 2023
A2 - Mendoza, Paul Sanmartin
A2 - Navarro, Andres
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 22 November 2023 through 25 November 2023
ER -