SciELO - Scientific Electronic Library Online

 
 issue18Experiencia de la integración de las TICs para la enseñanza y aprendizaje del Cálculo IICapacitación en programación para incorporar el pensamiento computacional en las escuelas author indexsubject indexarticles search
Home Pagealphabetic serial listing  

Services on Demand

Journal

Article

Indicators

  • Have no cited articlesCited by SciELO

Related links

  • Have no similar articlesSimilars in SciELO

Share


Revista Iberoamericana de Tecnología en Educación y Educación en Tecnología

Print version ISSN 1851-0086On-line version ISSN 1850-9959

Abstract

SOLANO NOGALES, Luis  and  SANTACRUZ VALENCIA, Liliana Patricia. Videojuegos como herramienta en Educación Primaria: Caso de estudio con eAdventure. Rev. iberoam. tecnol. educ. educ. tecnol. [online]. 2016, n.18, pp.101-112. ISSN 1851-0086.

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.

Keywords : Video game; Learning tool; Primary education; Classroom; eAdventure.

        · abstract in Spanish     · text in Spanish

 

Creative Commons License All the contents of this journal, except where otherwise noted, is licensed under a Creative Commons Attribution License