Revista Iberoamericana de Tecnología en Educación y Educación en Tecnología, 2016
Videogames are social and interactive learning tools of Web 2.0 which enable users to play, parti... more Videogames are social and interactive learning tools of Web 2.0 which enable users to play, participate, communicate and learn, creating and taking advantages out of content. However, teachers need training to effectively squeeze these tools. 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 tool was used in a real classroom to teach Natural Science to a group of seven year 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.
Videogames are social and interactive tools which enable users to play, participate, communicate ... more Videogames 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. Keywords— Videojuego, herramienta, Educación Primaria, aula, eAdventure.
Revista Iberoamericana de Tecnología en Educación y Educación en Tecnología, 2016
Videogames are social and interactive learning tools of Web 2.0 which enable users to play, parti... more Videogames are social and interactive learning tools of Web 2.0 which enable users to play, participate, communicate and learn, creating and taking advantages out of content. However, teachers need training to effectively squeeze these tools. 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 tool was used in a real classroom to teach Natural Science to a group of seven year 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.
Videogames are social and interactive tools which enable users to play, participate, communicate ... more Videogames 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. Keywords— Videojuego, herramienta, Educación Primaria, aula, eAdventure.
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Papers by Luis Solano