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dc.contributor.authorCabellos Elipe, Beatriz es_ES
dc.contributor.authorSánchez, Daniel L.es_ES
dc.contributor.authorPozo Municio, J. Ignacio es_ES
dc.contributor.otherUAM. Departamento de Psicología Básicaes_ES
dc.date.accessioned2022-03-11T11:24:28Zes_ES
dc.date.available2022-03-11T11:24:28Zes_ES
dc.date.issued2021-12-16es_ES
dc.identifier.citationTechnology, Knowledge and Learning 26.4 (2021): 1-19en_US
dc.identifier.issn2211-1670es_ES
dc.identifier.urihttp://hdl.handle.net/10486/700648en_US
dc.description.abstractOne of the factors associated with the educational use of video games is the conception that teachers and students have about their educative usefulness. However, there are no studies that identify what aspects are considered more effective to learn with video games and what kind of learning is more accessible using them. This study aims at identifying pre-service teachers’ conceptions regarding video game use for learning and specifically to know what aspects and learning they consider are more feasible. Likewise, we analyzed the pedagogical training effect of these conceptions for three groups of university students: primary pre-service teachers (who received general pedagogical training), secondary pre-service teachers (who received pedagogical training in only one area of knowledge) and other university students without pedagogical training. We applied a questionnaire to a sample of 422 university students. This questionnaire had two dimensions that differentiated between the pragmatic and epistemic uses of video games for learning and three dimensions about the different verbal, procedural and attitudinal learning which can be achieved with them. The results showed wide acceptance of video games as a learning resource in university students, but in particular secondary pre-service teachers pointed out higher possibilities of achieving learning with video games than primary pre-service teachers. On the other hand, university students pointed out more learning when video games were used in an epistemic way. In addition, they considered video games favor more verbal and procedural learnings than attitudinal ones. In conclusion, despite the positive conceptions of the students about learning with video games, we observed a less positive pattern in pre-service teachers with general pedagogical training. These results suggest that video game incorporation in schools is not being carried out fruitfully by education faculties. Therefore, we advocated for 21st-century training that optimized new conceptions and uses of video games.en_US
dc.description.sponsorshipOpen Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. This work has been supported by the Ministry of Science and Innovation through the Research Project PID2020-114177RB-I00en_US
dc.format.extent19 pag.es_ES
dc.format.mimetypeapplication/pdfen_US
dc.language.isoengen
dc.publisherSpringeres_ES
dc.relation.ispartofTechnology, Knowledge and Learningen_US
dc.rights© The Author(s) 2021en_US
dc.subject.otherBeliefsen_US
dc.subject.otherLearningen_US
dc.subject.otherQuestionnaireen_US
dc.subject.otherTeacher trainingen_US
dc.subject.otherUniversity educationen_US
dc.subject.otherVideo gamesen_US
dc.titleDo future teachers believe that video games help learning?en_US
dc.typearticleen_US
dc.subject.ecienciaPsicologíaes_ES
dc.relation.publisherversionhttps://doi.org/10.1007/s10758-021-09586-3 1 3es_ES
dc.identifier.doi10.1007/s10758-021-09586-3es_ES
dc.identifier.publicationfirstpage1es_ES
dc.identifier.publicationissue4es_ES
dc.identifier.publicationlastpage19es_ES
dc.identifier.publicationvolume26es_ES
dc.relation.projectIDGobierno de España. PID2020-114177RB-I00es_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersionen_US
dc.rights.ccReconocimientoes_ES
dc.rights.accessRightsopenAccesses_ES
dc.authorUAMCabellos Elipe, Beatriz (325197)es_ES
dc.authorUAMPozo Municio, J.Ignacio (259305)es_ES
dc.facultadUAMFacultad de Psicologíaes_ES


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