dc.creatorEcheverria, Alejandro
dc.creatorGarcia Campo, Cristian
dc.creatorNussbaum, Miguel
dc.creatorGil, Francisca
dc.creatorVillalta, Marco
dc.creatorAmestica, Matias
dc.creatorEcheverria, Sebastian
dc.date.accessioned2024-01-10T13:45:39Z
dc.date.accessioned2024-05-02T17:52:39Z
dc.date.available2024-01-10T13:45:39Z
dc.date.available2024-05-02T17:52:39Z
dc.date.created2024-01-10T13:45:39Z
dc.date.issued2011
dc.identifier10.1016/j.compedu.2010.12.010
dc.identifier1873-782X
dc.identifier0360-1315
dc.identifierhttps://doi.org/10.1016/j.compedu.2010.12.010
dc.identifierhttps://repositorio.uc.cl/handle/11534/79062
dc.identifierWOS:000289396000005
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/9269230
dc.description.abstractThe progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom's revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components. (C) 2011 Elsevier Ltd. All rights reserved.
dc.languageen
dc.publisherPERGAMON-ELSEVIER SCIENCE LTD
dc.rightsacceso restringido
dc.subjectCooperative/collaborative learning
dc.subjectImproving classroom teaching
dc.subjectInteractive learning environments
dc.subjectCOMPUTER
dc.subjectIMPACT
dc.titleA framework for the design and integration of collaborative classroom games
dc.typeartículo


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