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Article
Peer-Review Record

Similarities in Procedures Used to Solve Mathematical Problems and Video Games

Educ. Sci. 2022, 12(3), 172; https://doi.org/10.3390/educsci12030172
by Juan Antonio Antequera-Barroso 1,*, Francisco-Ignacio Revuelta-Domínguez 2 and Jorge Guerra Antequera 2
Reviewer 1: Anonymous
Reviewer 2: Anonymous
Reviewer 3: Anonymous
Reviewer 4: Anonymous
Educ. Sci. 2022, 12(3), 172; https://doi.org/10.3390/educsci12030172
Submission received: 27 December 2021 / Revised: 14 February 2022 / Accepted: 26 February 2022 / Published: 1 March 2022

Round 1

Reviewer 1 Report

The article discusses the similarities of video games and problem solving, using Portal 2 as the medium. Overall, the work is an interesting proposition of comparison. However, I believe that there are various issues that should be addressed for the article to be clearer.

  • Given that the work primarily looks at the similarities between video games and problem solving, it is not clear how the conclusions derived in Tables 1 to 3 and Tables 6 to 10 is supported based on evidence. In the current version, it appears that the connections are arbitrarily derived, rather than grounded based on what is found from the trainee teachers.
  • Furthermore, given the weak correlation between video games and mathematical problem solving (the former elicit positive emotions and the latter elicit negative emotions), wouldn’t that contradicts the very claim that they are similar?
  • Since the main point is to compare between video games and problem solving, why do we specifically target trainee teachers (shouldn’t the conclusion be general)?
  • It is not too clear to me how the data collection was performed. I understand that there is a survey, but how are results from Tables 6 to 10 collected. What is it that they were asked and how was it asked?
  • In the methods section, there is a claim about the reason why the authors chose Portal 2. Is the claim supported in any way?
  • While the comparison can be interesting in its own right, but what relevance would it has for both educators and education researchers? Could it be helpful educators’ attempt to have gamified elements in their classes through actual online game design (for example, see: https://www.sciencedirect.com/science/article/pii/S2666920X21000266), or to introduce games within the class? I think it will be very helpful to highlight what can the insights lead to.

Minor issues:

  • Since the authors already used boxed references [1] for their notation, there is no need for APA style notation (Person A, 2022).
  • The labels J1, J2… are not explained, so the readers have no idea what they are referring to.
  • The authors should include line numbers so that it is easier for the reviewers to refer.
  • Is there a particular reason to use a 3D plot in Fig. 2 to 7?

Overall, the work is interesting, and I would look forward to the subsequent iteration of the article.

Author Response

Dear Reviewer,
We want to thank you for taking the time to read our article and for providing comments and suggestions to help us improve our text. We have taken your suggestions into account, and we have provided our comments in the following table. ( see attached PDF)

Author Response File: Author Response.pdf

Reviewer 2 Report

This paper is a very interesting and well structured. Although, the area is really interesting, the paper presents some important problemsL:

(A) In  Paragraph 2.4t the authors refer:

“Quantitative aspects were employed when analysing the students’ emotions or feelings towards this knowledge, logical-math-ematical knowledge. Employing both analyses allowed us to provide more in-depth an-swers to the research questions posed and to fulfil the objectives of this study.”

The way that the authors have measured the the emotions and feelings seems to be rather superficial. For example to measure the anxiety level there is a specific deliverable see below:

Spielberger, C.D.; Gorush, R.L.; Lushene, R.E.; Vagg, P.R.; Jacobs, G.A. Manual for the State-Trait Anxiety Inventory; Consulting Psychologists Press: Palo Alto, CA, USA, 1983. [Google Scholar]

 

 (B)

  1. The usage of English language should be improved. A review of a native English speaker is necessary.
  2. Please avoid generalising statements without data/evidence. For example: “Problem-solving is one of the most important curricular activities in all stages of a country’s educational system.” Even if this could be true, there is no evidence for every country.

 

(C)  Minor issue in Page 1:

The following lines are using different style in characters:

 (a) analyse the challenge that appears before them and determine what its purpose is; (b) analyse which elements in the game represent support (power-ups) or which elements are negative (enemies, traps, or penalties); (c) discover how to progress or gain experience; (d) consider action sequences by trial-and-error exercises; and (e) put decision-making skills into practice (Re-vuelta & Guerra, 2012) [2].

Author Response

Dear Reviewer,
We want to thank you for taking the time to read our article and for providing comments and suggestions to help us improve our text. We have taken your suggestions into account, and we have provided our comments in the following table. (see attached PDF)

Author Response File: Author Response.pdf

Reviewer 3 Report

The paper has a very actual and interesting theme of the similarities between playing selected video games and solving mathematical problems. This has big implications for the use of game based learning even with some properly selected commercial video games. 

The theoretical background of the paper and its rationale are proper and well based on the previous research on this topic. The research described in the paper has adequate methodology and well prepared design. The results are interesting for educational practice and future research. Therefore, I recommend publication of the paper in its current form.

Author Response

Dear Reviewer,
We want to thank you for taking the time to read our article and for providing comments and suggestions to help us improve our text. We have taken your suggestions into account, and we have provided our comments in the following table. (see attached PDF)

Author Response File: Author Response.pdf

Reviewer 4 Report

Reviewer Report

Paper: Similarities in Procedures Used to Solve Mathematical Problems and Video Games 

 

 

The paper investigates whether there are similarities in the procedures used to solve mathematical problems and video games, verifying it with the video game Portal 2 developed by Valve Corporation and analyzes its potential to impart logical-mathematical and spatial-geometric knowledge.

The objective of this study is to discover whether the procedures used to complete video game levels are similar to those used in problem solving, and to compare whether there are similarities between the main characteristics of a video game and the characteristics of a mathematical problem. They also analyze the emotions that students experience when playing video games and compare them with the emotions they experience when solving a mathematical problem.

The topic is very interesting and of great current relevance.  

The following are some recommendations to enhance the study.

 

MAIN CONCERN:

 

1.Update the literature and include contemporary studies, especially from the last two or three years

2.Establish the relevance of the study

3.Expand the discussion section 

4. The analysis methods used are very basic. The validity of the data collection tool used is not mentioned. A validated tool is required to make some analyses used.

The study needs to be fully enriched. But, the great problem is the validity and reliability of the survey variables. Please show any validity indicators like: Cronbach Alpha and p-value to show the strong power of your results.

 

MINOR COMMENTS

 

1. Review the bibliographic references.

2. Check the translation: For example, accentuate Cádiz. In English there are no accents

 

University of Cádiz, (p.4)

 

3.Check the reference list.

 

The reference list does not follow the recommendations of the journal

 

For example:

 

  • Revuelta, F. I., & Guerra, J. (2012). ¿Qué aprendo con videojuegos? Una perspectiva de meta-aprendizaje del videojugador. Revista de Educación a Distancia, 33. 

Author Response

Dear Reviewer,
We want to thank you for taking the time to read our article and for providing comments and suggestions to help us improve our text. We have taken your suggestions into account, and we have provided our comments in the following table. (see attached PDF)

Author Response File: Author Response.pdf

Round 2

Reviewer 1 Report

I thank the authors for the edit. The article much clearer to new readers in its current form.

Reviewer 4 Report

The authors have made  suggestions to improve the article. Therefore, I recommend your publication.

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