Autores Alonso Martinez, Daniel, NAVAZO OSTUA, PABLO , NAVAZO OSTUA, PABLO
Publicación externa No
Medio Prism. Soc.
Alcance Article
Naturaleza Científica
Cuartil SJR 3
Ámbito Internacional
Fecha de publicacion 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.
Palabras clave Education; technology; videogannes; learning; experience; user
Miembros de la Universidad Loyola

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