Impact of video games on the strategic use of digital tools for education in primary

Author:

Rangel-Pérez Celia1ORCID,Botey Maria2ORCID,Carrero Oliver2ORCID,Alard Julio3ORCID

Affiliation:

1. Complutense University of Madrid, Madrid, SPAIN

2. ESIC University; ESIC Business & Marketing School, Madrid, SPAIN

3. ESIC Business & Marketing School, Madrid, SPAIN

Abstract

Given the need for greater information technology literacy, as reflected in SDG 4 of the 2030 Agenda, it is necessary to motivate interest in information and communication technologies (ICT) from childhood. The aim of this study is to verify that the use of video games enables the development of an interest in children that favors digital competences related to leisure and education. To this end, the relationships among some of the most used video games by children (Brawl Stars, Roblox, and Fortnite) are analyzed. A sample of 371 children (aged 8 to 12) attending primary school in Spain was taken. Structural equation models were used to analyze the relationships between measurable and latent variables. The results show (i) the mediating role of fun use of ICT in achieving the educational use of ICT effect and (ii) the different levels of ICT use depending on gender.

Publisher

Bastas Publications

Subject

Computer Science Applications,Media Technology,Education,Communication

Reference56 articles.

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