TY - GEN
T1 - Video Game in Unity for the Learning Process in the Mathematics Course in Children
AU - Piero, Carbajal Montalban Walter
AU - Cabanillas-Carbonell, Michael
N1 - Publisher Copyright:
© 2024, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
PY - 2024
Y1 - 2024
N2 - Education has become not so different in the course of the years using blackboards and a teacher explaining different knowledge, in output to it the use of technology has become a great ally of education, achieving important benefits for the student, especially in the learning process. Video games are being used by several teachers and students for didactic learning remotely and/or face-to-face. This article shows the development and influence of a video game that serves as a learning enhancement of the mathematics course in first-grade elementary school students. The Scrum methodology is used during the development process of the video game, the research design is experimental because the corresponding pre-test and post-test are performed on a single group of students a total of 40, obtaining a final result in the increase of the student’s concentration time indicator by 40.30%, and in the following indicator of academic results, an increase of 35.73% was obtained and finally in the satisfaction degree indicator an increase of 17.14%, giving in conclusion that the video game helps them to improve their learning.
AB - Education has become not so different in the course of the years using blackboards and a teacher explaining different knowledge, in output to it the use of technology has become a great ally of education, achieving important benefits for the student, especially in the learning process. Video games are being used by several teachers and students for didactic learning remotely and/or face-to-face. This article shows the development and influence of a video game that serves as a learning enhancement of the mathematics course in first-grade elementary school students. The Scrum methodology is used during the development process of the video game, the research design is experimental because the corresponding pre-test and post-test are performed on a single group of students a total of 40, obtaining a final result in the increase of the student’s concentration time indicator by 40.30%, and in the following indicator of academic results, an increase of 35.73% was obtained and finally in the satisfaction degree indicator an increase of 17.14%, giving in conclusion that the video game helps them to improve their learning.
KW - Elementary education
KW - Learning
KW - Scrum methodology
KW - Video game
UR - https://www.scopus.com/pages/publications/85174679473
U2 - 10.1007/978-981-99-3236-8_66
DO - 10.1007/978-981-99-3236-8_66
M3 - Conference contribution
AN - SCOPUS:85174679473
SN - 9789819932351
T3 - Lecture Notes in Networks and Systems
SP - 825
EP - 833
BT - Proceedings of 8th International Congress on Information and Communication Technology - ICICT 2023
A2 - Yang, Xin-She
A2 - Sherratt, R. Simon
A2 - Dey, Nilanjan
A2 - Joshi, Amit
T2 - 8th International Congress on Information and Communication Technology, ICICT 2023
Y2 - 20 February 2023 through 23 February 2023
ER -