SERIOUS VIDEO GAMES IN ENGINEERING EDUCATION: A SCOPING REVIEW

Rosa Núñez-Pacheco, Claudia Espinoza-Montoya, Liz Marjorie Yucra-Quispe, Osbaldo Turpo-Gebera, Ignacio Aguaded

Research output: Contribution to journalArticlepeer-review

Abstract

Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to investigate the use of serious video games in engineering education. A scoping review was carried out on serious video games that were used or designed for this purpose. The search was done in the Scopus and Web of Science databases between 2016 and 2021.

Original languageEnglish
Pages (from-to)446-460
Number of pages15
JournalJournal of Technology and Science Education
Volume13
Issue number2
DOIs
StatePublished - 2023

Bibliographical note

Publisher Copyright:
© Article’s contents are provided on an Attribution-Non Commercial 4.0 Creative commons International License. Readers are allowed to copy, distribute and communicate article’s contents, provided the author’s and JOTSE journal’s names are included. It must not be used for commercial purposes. To see the complete licence contents, please visit https://creativecommons.org/licenses/by-nc/4.0/

Keywords

  • Engineering
  • Gamification
  • High education
  • Video games

Fingerprint

Dive into the research topics of 'SERIOUS VIDEO GAMES IN ENGINEERING EDUCATION: A SCOPING REVIEW'. Together they form a unique fingerprint.

Cite this