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dc.contributor.authorSolano Nogales, Luis
dc.contributor.authorSantacruz Valencia, Liliana Patricia
dc.date.accessioned2017-11-09T14:01:19Z
dc.date.available2017-11-09T14:01:19Z
dc.date.issued2017
dc.identifier.isbn978-84-697-3849-8
dc.identifier.urihttp://riull.ull.es/xmlui/handle/915/6673
dc.description.abstractVideogames are social and interactive tools which enable users to play, participate, communicate and learn. With the aim to test the effectiveness of the use of videogames in the classroom as teaching tools, this paper presents a case study of videogames adoption in Primary School, where eAdventure was used in a real classroom to teach Natural Science to a group of seven years old students. The case study concludes that videogames may be used as teaching tools and their main strengths are: (i) time reduction when teaching content and (ii) increase of student engagement.es_ES
dc.format.mimetypeapplication/pdf
dc.language.isoeses_ES
dc.publisherUniversidad de La Lagunaes_ES
dc.relation.ispartofseriesActas del V Congreso Internacional de Videojuegos y Educación (CIVE'17);
dc.rightsLicencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 internacional)es_ES
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/deed.es_ES
dc.subjectVideojuegoses_ES
dc.subjectEducación primariaes_ES
dc.titleAprendizaje basado en videojuegos con eAdventurees_ES
dc.typeinfo:eu-repo/semantics/Book chapteres_ES


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Licencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 internacional)
Except where otherwise noted, this item's license is described as Licencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 internacional)