作者
Alejandro Echeverría, Cristian García-Campo, Miguel Nussbaum, Francisca Gil, Marco Villalta, Matías Améstica, Sebastián Echeverría
发表日期
2011/8/1
期刊
Computers & Education
卷号
57
期号
1
页码范围
1127-1136
出版商
Pergamon
简介
The 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 …
引用总数
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学术搜索中的文章
A Echeverría, C García-Campo, M Nussbaum, F Gil… - Computers & Education, 2011