Use of 2D/3D Video Games in Digital Platforms for Basic Education: A Technological and Systematic Review

Jesús O. Verastegui-Santiago, Coraly Andrade-Macotela, Hector Valcarcel-Castillo, Geraldine Aylas-Mayta, Gianella A. Candiotti-Chamorro, Deyby Huamanchahua, Suni Escobar-Baquerizo · 2023

The use of 2D and 3D video games has increased and continues to grow in the market; moreover, some schools are already using video games as a method for students' learning, as this helps them to become more involved with subject activities, increase creativity and teamwork; in other words, this facilitates students to understand the subject matter and expand their knowledge. On the other hand, a technology watch is a tool that helps to make decisions based on the information obtained, thanks to which the process of using video games for education students can be improved. Subsequently, this paper reviews 25 articles on the introduction of 2D and 3D video games in different grades of education and technology watch; furthermore, they were classified by types of video games, methodology, variety of graphics, and many other points. Also, their differences and similarities, such as the type of education or the age range for which the video games are intended, were compared. Finally, this publication indicates how many articles touch on technology watch related to education and video games to verify how important this is.

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