Video games and metacognition in the classroom for the development of 21st century skills: a systematic review

IntroductionGame-based learning is a methodology that has gained importance in the world of education due to the benefits of implementing ICT in the classroom. Due to the intellectual and competence demands that some commercial video games promote, they can be very valuable tools to stimulate and pr...

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Main Authors: Mirian Checa-Romero, José Miguel Gimenez-Lozano
Format: Article
Language:English
Published: Frontiers Media S.A. 2025-01-01
Series:Frontiers in Education
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/feduc.2024.1485098/full
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author Mirian Checa-Romero
José Miguel Gimenez-Lozano
author_facet Mirian Checa-Romero
José Miguel Gimenez-Lozano
author_sort Mirian Checa-Romero
collection DOAJ
description IntroductionGame-based learning is a methodology that has gained importance in the world of education due to the benefits of implementing ICT in the classroom. Due to the intellectual and competence demands that some commercial video games promote, they can be very valuable tools to stimulate and promote metacognitive abilities in students. Therefore, this paper aimed to analyze the use of commercial video games in educational contexts and their impact on the development of metacognitive skills.MethodsFor the analysis of the study, a systematic review of the literature was carried out following the PRISMA statement. Specialized databases such as Scopus, WoS, PsyInfo, PubMed, SciELO, and Eric were consulted, which helped capture the essence of the problem between 2004 and 2024.ResultsThe review was then carried out on 10 selected articles. The results obtained show the following evidence: (a) commercial video games, together with the use of metacognitive strategies, enrich academic and social aspects as well as the metacognitive level, and (b) commercial video games are as effective in promoting metacognition as other more traditional methodologies or tools.DiscussionFinally, there is a need to rethink the implications of the use of video games in the classroom if we want students to acquire skills that will be essential to successfully respond to the demands and challenges of their academic and professional future.
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spelling doaj-art-3412dcfa61ea4f83ba5ce349e8905dff2025-01-24T11:09:15ZengFrontiers Media S.A.Frontiers in Education2504-284X2025-01-01910.3389/feduc.2024.14850981485098Video games and metacognition in the classroom for the development of 21st century skills: a systematic reviewMirian Checa-RomeroJosé Miguel Gimenez-LozanoIntroductionGame-based learning is a methodology that has gained importance in the world of education due to the benefits of implementing ICT in the classroom. Due to the intellectual and competence demands that some commercial video games promote, they can be very valuable tools to stimulate and promote metacognitive abilities in students. Therefore, this paper aimed to analyze the use of commercial video games in educational contexts and their impact on the development of metacognitive skills.MethodsFor the analysis of the study, a systematic review of the literature was carried out following the PRISMA statement. Specialized databases such as Scopus, WoS, PsyInfo, PubMed, SciELO, and Eric were consulted, which helped capture the essence of the problem between 2004 and 2024.ResultsThe review was then carried out on 10 selected articles. The results obtained show the following evidence: (a) commercial video games, together with the use of metacognitive strategies, enrich academic and social aspects as well as the metacognitive level, and (b) commercial video games are as effective in promoting metacognition as other more traditional methodologies or tools.DiscussionFinally, there is a need to rethink the implications of the use of video games in the classroom if we want students to acquire skills that will be essential to successfully respond to the demands and challenges of their academic and professional future.https://www.frontiersin.org/articles/10.3389/feduc.2024.1485098/fullcommercial video games21st century skillsmetacognitionsystematic revieweducation
spellingShingle Mirian Checa-Romero
José Miguel Gimenez-Lozano
Video games and metacognition in the classroom for the development of 21st century skills: a systematic review
Frontiers in Education
commercial video games
21st century skills
metacognition
systematic review
education
title Video games and metacognition in the classroom for the development of 21st century skills: a systematic review
title_full Video games and metacognition in the classroom for the development of 21st century skills: a systematic review
title_fullStr Video games and metacognition in the classroom for the development of 21st century skills: a systematic review
title_full_unstemmed Video games and metacognition in the classroom for the development of 21st century skills: a systematic review
title_short Video games and metacognition in the classroom for the development of 21st century skills: a systematic review
title_sort video games and metacognition in the classroom for the development of 21st century skills a systematic review
topic commercial video games
21st century skills
metacognition
systematic review
education
url https://www.frontiersin.org/articles/10.3389/feduc.2024.1485098/full
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