Gaming for multiliteracies: video games in a case study with primary school students to enhance information, visual and media literacies
E Cruz-Palacios… - Information Literacy in …, 2019 - Springer
Objectives: The aims of this study were to evaluate the effectiveness of video games when
learning multiliteracies competences, study how to use video games on educational
contexts, carry through a program with primary school students, and draw recommendations
to design similar projects. Methodology: The 21st century competence-based education and
pedagogical potential of video games are analyzed from a multiliteracies perspective. A
program aimed at primary school students for the learning of information, media and visual …
learning multiliteracies competences, study how to use video games on educational
contexts, carry through a program with primary school students, and draw recommendations
to design similar projects. Methodology: The 21st century competence-based education and
pedagogical potential of video games are analyzed from a multiliteracies perspective. A
program aimed at primary school students for the learning of information, media and visual …
Gaming for Multiliteracies: Video Games in a Case Study with Primary School Students to Enhance Information, Visual and Media Literacies
MÁM García-Quismondo - Information Literacy in Everyday Life, 2019 - Springer
Objectives: The aims of this study were to evaluate the effectiveness of video games when
learning multiliteracies competences, study how to use video games on educational
contexts, carry through a program with primary school students, and draw recommendations
to design similar projects. Methodology: The 21st century competence-based education and
pedagogical potential of video games are analyzed from a multiliteracies perspective. A
program aimed at primary school students for the learning of information, media and visual …
learning multiliteracies competences, study how to use video games on educational
contexts, carry through a program with primary school students, and draw recommendations
to design similar projects. Methodology: The 21st century competence-based education and
pedagogical potential of video games are analyzed from a multiliteracies perspective. A
program aimed at primary school students for the learning of information, media and visual …
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