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Revista Iberoamericana de Tecnología en Educación y Educación en Tecnología
versión impresa ISSN 1851-0086versión On-line ISSN 1850-9959
Resumen
SOLANO NOGALES, Luis y 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.
Palabras clave : Video game; Learning tool; Primary education; Classroom; eAdventure.