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New Trends in Qualitative Research

versão On-line ISSN 2184-7770

Resumo

SOTO-ARDILA, Luis Manuel; CATARREIRA, Sofia Maria Veríssimo  e  PROENCA, Adelaide João Cardoso Marques. Mixed Study. Video Games for Teaching Mathematics in Portugal. NTQR [online]. 2023, vol.17, e887.  Epub 01-Dez-2023. ISSN 2184-7770.  https://doi.org/10.36367/ntqr.17.2023.e887.

The use of video games as an educational resource has generated great interest in recent years, due to their potential to motivate and engage students in the learning process. As technology becomes an increasingly accessible and ubiquitous tool, educators have begun to explore the potential of video games to support learning and improve student engagement in the classroom. The aim of this article is to analyze the opinions, attitudes and perceptions that students in the "Basic Education" degree program have on the use of video games as an educational resource. The main objective is to analyze the position of future teachers regarding the use of this type of resource as didactic material, whether they are in favor or against its use. For this purpose, mixed research was designed, in which qualitative aspects were analyzed through an open question and quantitative aspects were analyzed through a questionnaire with Likert scale questions with five values, in order to obtain more information on the topic of study. A sample of fifteen students from the Escola Superior de Educação e Ciências Sociais (ESECS) of the Instituto Politécnico de Portalegre (Portugal) was used. Among the conclusions obtained, it can be affirmed that, for the most part, students are in favor of using video games as educational resources due to their high motivational potential and possibilities. It was also observed that they considered ICT as necessary resources for teaching mathematics.

Palavras-chave : Videogames; Education; Qualitative analysis; Primary Education; Mixed methodology..

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