dc.creatorNussbaum Voehl, Miguel
dc.creatorSusaeta Jenssen, Heinz Patrick
dc.creatorJimenez Vial, Felipe Cristian
dc.creatorGajardo Rodriguez, Ignacio
dc.creatorAndreu Tamayo, Juan Jose
dc.creatorVillalta Páucar, Marco Antonio
dc.creatorNordlinger, John
dc.date.accessioned2022-05-11T20:05:43Z
dc.date.available2022-05-11T20:05:43Z
dc.date.created2022-05-11T20:05:43Z
dc.date.issued2009
dc.identifier10.1109/T4E.2009.5314109
dc.identifier978-1424455065
dc.identifierhttps://doi.org/10.1109/T4E.2009.5314109
dc.identifierhttps://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=5314109
dc.identifierhttps://repositorio.uc.cl/handle/11534/63760
dc.description.abstractGiven the promising results of massively multiplayer online games (MMOGs) for educational purposes, this paper maps the essential concepts behind MMOGs, into the classroom context. Since the number of students in this context is not massive and play takes place within a single room rather than on the Internet, we have changed the terms ldquomassivelyrdquo and ldquoonlinerdquo to ldquoclassroomrdquo and ldquopresentialrdquo respectively, thus giving us the new designation ldquoclassroom multiplayer presential gamerdquo (CMPG). We present the development of a CMPG for teaching concepts of ecology as laid down in the teaching objectives defined for a 6th grade course by the Chilean school authorities.
dc.languageen
dc.publisherIEEE
dc.relationInternational Workshop on Technology for Education (2009 : Bangalore, India)
dc.rightsacceso restringido
dc.subjectEducation
dc.subjectCollaboration
dc.subjectGames
dc.subjectBooks
dc.subjectInternet
dc.subjectEnvironmental factors
dc.subjectEducational institutions
dc.subjectCommunications technology
dc.subjectEducational robots
dc.subjectTechnology transfer
dc.titleClassroom multiplayer presential games
dc.typecomunicación de congreso


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