Working with videogames in class is becoming a normal reality which truly depends on the vision that the teacher possesses about it. But what do receptive students really think about… Click to show full abstract
Working with videogames in class is becoming a normal reality which truly depends on the vision that the teacher possesses about it. But what do receptive students really think about the education mediated by videogames? The current paper introduces the assessment that a group of students from Secondary Education has done ( N = 207) about the usage of videogames in the classes. Also, it allows drawing the user profile that the direct-grant schools present. The method used has been descriptive and correlated developed by means of a questionnaire composed by 37 items. The main result obtained shows that the students from the first courses in this educational level are more given to the usage of videogames for their curricular development. Also, we found significant differences in the use of video games in favour of men. Moreover, it is highlighted the profile of low videogames consumer that these students have, questioning whether this will be determined by the type of school in which this research has been carried out. Thus, we present a line of study that links the vision of the videogames and the type of school in which they are studied, since this, among other aspects, is determined by the family purchasing power.
               
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