Abstract
Video games in primary education offer an attractive educational avenue that can enhance students' understanding of concepts and foster critical and creative thinking. The aim of this paper was to analyse the motivation, usefulness, viability and application of video games in the classroom of trainee primary school teachers. For this purpose, a cross-sectional study design was applied based on the distribution of an online survey. A total of 464 students aged 18-29 years (M = 20.40, SD = 2.01) participated in the study. The results obtained revealed that: 1) there is a high degree of perceived usefulness of video games; 2) there were no significant differences between gender and age regarding the degree of perceived usefulness of video games; 3) gender and age did not influence the motivation, usefulness and feasibility of the application of video games; 4) the motivation, usefulness and feasibility of video games influenced the perception of their later applicability in the classroom. Finally, future lines of research are discussed, highlighting the richness of the data obtained to advance knowledge on the educational use of video games.
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