[PDF][PDF] Gamificación y transmedia del videojuego al libro. El caso de Assassin's Creed

A Vizcaíno-Verdú, P Contreras-Pulido… - 2018 - reunir.unir.net
Hace poco más de una década se introducía terminológicamente el concepto de las
narrativas transmedia (Jenkins, 2003) con el propósito de acotar un fenómeno de alto …

Students' emotional reactions when interacting with Information and Communication Technologies. A key element in improving assimilation

M Llorent-Vaquero, J De Pablos-Pons - QWERTY-Interdisciplinary Journal …, 2023 - ckbg.org
The aim of this work is to gain a better understanding of the relationship between the
emotions that ICTs evoke in students and their assimilation of these technologies. To this …

HIDDEN BLADES AND BLOCKS. ASSASSIN'S CREED AND MINECRAFT AND ITS EDUCATIONAL APPLICATIONS IN HISTORY OF ART

R Gregori - INTED2023 Proceedings, 2023 - library.iated.org
In recent years, educational experiences and practices focused from the perspective of the
video game to work on various skills, including the digital one, have become increasingly …

Videogames and their Impact on Education as a Teaching-Learning Tool: A Systematic Review of the Literature between the Years 2012-2022

P Uceda, L Bazán, RM Lopez Martos - LACCEI, 2023 - proceedings.laccei.org
The video game industry has grown in recent times and its use in the educational field has
been happening cautiously, since there are still doubts regarding its contribution to the …

[PDF][PDF] Valiant Hearts: El videojuego como propuesta didáctica para la Primera Guerra Mundial

DAC Mayans, VG Escriva - academia.edu
El presente trabajo ofrece una propuesta didáctica para la Primera Guerra Mundial
atendiendo al currículo de la asignatura de Geografía e Historia, perteneciente al cuarto …

[PDF][PDF] PRÁCTICAS CREATIVAS Y CRÍTICAS DEL VIDEOJUEGO INDEPENDIENTE

UM FERRAGUT - 2020 - ru.dgb.unam.mx
PRÁCTICAS CREATIVAS Y CRÍTICAS DEL VIDEOJUEGO INDEPENDIENTE Page 1
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO PROGRAMA DE POSGRADO EN …