Authors Alonso Martinez, Daniel, NAVAZO OSTUA, PABLO , NAVAZO OSTUA, PABLO
External publication No
Means Prism. Soc.
Scope Article
Nature Científica
SJR Quartile 3
Area International
Publication date 01/04/2019
ISI 000477983500024
Abstract The present paper explores the educational potential in the application of techniques, elements and tools from interactive games. At the same time it would expose clear evidences of how these would impact on the learning of users. Videogames are capable of introducing more personalized learning experiences to specific learners, as well as heuristic try-and-error methods that would lead to goal achievements. These knowledge systems, either propositional or procedural, imply a constant search for solutions and alternatives to given problems. What is the nature of this educational videogannes? How and to which extent have they been introduced into the education system? What subjects con we really develop in this regard? This would be the starting point of our enveavour to discuss the actual affordances and constraints of this new media within the area of modern education.
Keywords Education; technology; videogannes; learning; experience; user
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