Educational Video Games and Their Influence on Cognitive Mathematics Skills in Basic Education Students
Main Article Content
Abstract
Educational video games have garnered increasing interest in educational research due to their ability to promote active participation and meaningful learning, particularly in mathematics, where global challenges persist in developing essential cognitive skills. This study aimed to analyze the influence of the use of educational video games on the development of cognitive skills related to mathematics among eighth-grade students at the “Fray Enrique Vacas Galindo” Educational Unit, in the city of Puyo. The methodology adopted a quantitative approach, employing a non-experimental, cross-sectional design and working with a census sample of 30 students. A validated and highly reliable structured questionnaire was used. The results highlighted a positive perception of educational video games, with significant improvements observed in cognitive skills such as logical reasoning and working memory. Statistical analyses confirmed a strong positive correlation (r = 0.78, p < 0.01) between the use of these tools and cognitive skill development. Additionally, participants agreed on the importance of integrating video games into innovative pedagogical strategies. It is concluded that educational video games are effective tools for enhancing mathematical learning, and their implementation is recommended to foster meaningful and dynamic learning experiences.
Downloads
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
1. Derechos de autor
Las obras que se publican en 593 Digital Publisher CEIT están sujetas a los siguientes términos:
1.1. 593 Digital Publisher CEIT, conserva los derechos patrimoniales (copyright) de las obras publicadas, favorece y permite la reutilización de las mismas bajo la licencia Licencia Creative Commons 4.0 de Reconocimiento-NoComercial-CompartirIgual 4.0, por lo cual se pueden copiar, usar, difundir, transmitir y exponer públicamente, siempre que:
1.1.a. Se cite la autoría y fuente original de su publicación (revista, editorial, URL).
1.1.b. No se usen para fines comerciales u onerosos.
1.1.c. Se mencione la existencia y especificaciones de esta licencia de uso.
References
Adams, D. M., & Clark, D. B. (2014). Integrating self-explanation functionality into a complex game environment: Keeping gaming in motion. Computers & Education, 73, 149–159. https://doi.org/10.1016/j.compedu.2014.01.002
Alkhatib, O. J. (2019). A Framework for Implementing Higher-Order Thinking Skills (Problem-Solving, Critical Thinking, Creative Thinking, and Decision-Making) in Engineering & Humanities. 2019 Advances in Science and Engineering Technology International Conferences (ASET), 1–8. https://doi.org/10.1109/ICASET.2019.8714232
Alwhaibi, R. M., Alotaibi, M. S., Almutairi, S. F., Alkhudhayr, J. E., Alanazi, R. F., Al Jamil, H. F., & Aygun, Y. (2024). Exploring the Relationship Between Video Game Engagement and Creative Thinking in Academic Environments: Cross-Sectional Study. Sustainability, 16(20), 9104. https://doi.org/10.3390/su16209104
Alzamora González, S. D. (2018). Los videojuegos y su influencia en la enseñanza de las matemáticas en alumnos del primer año de secundaria de la I.E N° 2034- Huaura-2018 [Tesis para la optar el título profesional de Licenciado en Educación en la Especialidad de Matemática, Física e Informática]. Universidad Nacional José Faustino Sánchez Carrión.
Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144. https://doi.org/10.31695/IJASRE.2018.33016
Aydın, U., & Özgeldi, M. (2019). The PISA Tasks: Unveiling Prospective Elementary Mathematics Teachers’ Difficulties with Contextual, Conceptual, and Procedural Knowledge. Scandinavian Journal of Educational Research, 63(1), 105–123. https://doi.org/10.1080/00313831.2017.1324906
Baek, Y. K. (2008). What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games. CyberPsychology & Behavior, 11(6), 665–671. https://doi.org/10.1089/cpb.2008.0127
Bilad, M. R., Zubaidah, S., & Prayogi, S. (2024). Addressing the PISA 2022 Results: A Call for Reinvigorating Indonesia’s Education System. International Journal of Essential Competencies in Education, 3(1), 1–12. https://doi.org/10.36312/ijece.v3i1.1935
Bizami, N. A., Tasir, Z., & Kew, S. N. (2023). Innovative pedagogical principles and technological tools capabilities for immersive blended learning: a systematic literature review. Education and Information Technologies, 28(2), 1373–1425. https://doi.org/10.1007/s10639-022-11243-w
Blackwell, C. K., Lauricella, A. R., & Wartella, E. (2016). The influence of TPACK contextual factors on early childhood educators’ tablet computer use. Computers & Education, 98, 57–69. https://doi.org/10.1016/j.compedu.2016.02.010
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192. https://doi.org/10.1016/j.compedu.2015.11.003
Cavanaugh, J. M., Giapponi, C. C., & Golden, T. D. (2016). Digital Technology and Student Cognitive Development. Journal of Management Education, 40(4), 374–397. https://doi.org/10.1177/1052562915614051
Clemente-Suárez, V. J., Beltrán-Velasco, A. I., Herrero-Roldán, S., Rodriguez-Besteiro, S., Martínez-Guardado, I., Martín-Rodríguez, A., & Tornero-Aguilera, J. F. (2024). Digital Device Usage and Childhood Cognitive Development: Exploring Effects on Cognitive Abilities. Children, 11(11), 1299. https://doi.org/10.3390/children11111299
del Moral Pérez, M. E., Guzmán Duque, A. P., & Fernández García, L. C. (2018). Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students. Journal of New Approaches in Educational Research, 7(1), 31–39. https://doi.org/10.7821/naer.2018.1.248
Ferri, F., Grifoni, P., & Guzzo, T. (2020). Online Learning and Emergency Remote Teaching: Opportunities and Challenges in Emergency Situations. Societies, 10(4), 86. https://doi.org/10.3390/soc10040086
Goethe, O. (2019). Immersion in Games and Gamification. In Gamification Mindset (pp. 107–117). https://doi.org/10.1007/978-3-030-11078-9_10
Granić, A., & Marangunić, N. (2019). Technology acceptance model in educational context: A systematic literature review. British Journal of Educational Technology, 50(5), 2572–2593. https://doi.org/10.1111/bjet.12864
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education, 102, 202–223. https://doi.org/10.1016/j.compedu.2016.09.001
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045
Hsu, C.-Y., & Wu, T.-T. (2023). Application of Business Simulation Games in Flipped Classrooms to Facilitate Student Engagement and Higher-Order Thinking Skills for Sustainable Learning Practices. Sustainability, 15(24), 16867. https://doi.org/10.3390/su152416867
Hwang, G.-J., Lai, C.-L., & Wang, S.-Y. (2015). Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies. Journal of Computers in Education, 2(4), 449–473. https://doi.org/10.1007/s40692-015-0043-0
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. https://doi.org/10.1016/j.iheduc.2004.12.001
Laine, T. H., & Lindberg, R. S. N. (2020). Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles. IEEE Transactions on Learning Technologies, 13(4), 804–821. https://doi.org/10.1109/TLT.2020.3018503
Liao, C.-W., Chen, C.-H., & Shih, S.-J. (2019). The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Computers & Education, 133, 43–55. https://doi.org/10.1016/j.compedu.2019.01.013
Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education, 53(3), 603–622. https://doi.org/10.1016/j.compedu.2009.04.001
Paraschos, P. D., & Koulouriotis, D. E. (2023). Game Difficulty Adaptation and Experience Personalization: A Literature Review. International Journal of Human–Computer Interaction, 39(1), 1–22. https://doi.org/10.1080/10447318.2021.2020008
Pasqualotto, A., Parong, J., Green, C. S., & Bavelier, D. (2023). Video Game Design for Learning to Learn. International Journal of Human–Computer Interaction, 39(11), 2211–2228. https://doi.org/10.1080/10447318.2022.2110684
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A Motivational Model of Video Game Engagement. Review of General Psychology, 14(2), 154–166. https://doi.org/10.1037/a0019440
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., López, X., López, V., Rodriguez, P., & Salinas, M. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71–94. https://doi.org/10.1016/S0360-1315(02)00099-4
Sampayo-Vargas, S., Cope, C. J., He, Z., & Byrne, G. J. (2013). The effectiveness of adaptive difficulty adjustments on students’ motivation and learning in an educational computer game. Computers & Education, 69, 452–462. https://doi.org/10.1016/j.compedu.2013.07.004
Srinivasa, K. G., Singh, A., & Chauhan, K. K. S. (2024). A Gamified Learning Framework to Cultivate Critical Thinking Skills in Students. IEEE Transactions on Education, 1–13. https://doi.org/10.1109/TE.2024.3431872
Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 22. https://doi.org/10.1186/s41239-017-0062-1
Westera, W. (2015). Games are motivating, aren´t they? Disputing the arguments for digital game-based learning. International Journal of Serious Games, 2(2). https://doi.org/10.17083/ijsg.v2i2.58
Zourmpakis, A.-I., Kalogiannakis, M., & Papadakis, S. (2023). Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation. Computers, 12(7), 143. https://doi.org/10.3390/computers12070143