Certezas e interrogantes acerca del uso de los videojuegos para el aprendizaje
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Palabras clave

videojuegos
juegos digitales
aprendizaje a través del juego
formación videogames
digital games
learning
teaching

Cómo citar

Gros Salvat, B. (2022). Certezas e interrogantes acerca del uso de los videojuegos para el aprendizaje . COMUNICACIÓN. Revista Internacional De Comunicación Audiovisual, Publicidad Y Estudios Culturales, 1(7), 251–264. https://doi.org/10.12795/comunicacion.2009.v01.i07.17
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Resumen

El objetivo fundamental de este artículo es analizar el potencial de los videojuegos en la educación. Las expectativas sobre el valor educativo de los juegos han aumentado en los últimos años. Se trata de analizar la conexión real entre una amplia tipología de juegos y las posibilidades formativas de los mismos. El artículo analiza e integra la situación actual de la investigación en este ámbito.

https://doi.org/10.12795/comunicacion.2009.v01.i07.17
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Citas

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VIDEOJUEGOS CITADOS

Activision (1999): Tony Hawk’s Pro Skater. Neversoft

Big Huge Games (2003): Rise of Nations. Microsoft Game Studios

Blue Fang Games (2001): Zoo Tycoon. Microsoft Game Studios

Maxis (1989): Sim City. Maxis

Maxis (2000): Los Sims. Electronic Arts

MicroProse (1991): Civilization. MicroProse

Ruiz, Susana (2006): Darfur is Dying

Comunicación, Nº 7, Vol.1, año 2009, PP. 251-264. ISSN 1989-600X 264

Tycoon Systems (2007): Industry Player. Tycoon Systems

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Derechos de autor 2009 Begoña Gros Salvat

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