Certainties and doubts about the use of video games for learning
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Keywords

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

How to Cite

Gros Salvat, B. (2022). Certainties and doubts about the use of video games for learning. COMMUNICATION. International Journal of Audiovisual Communication, Advertising and Cultural Studies, 1(7), 251–264. https://doi.org/10.12795/comunicacion.2009.v01.i07.17
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Abstract

The main goal of this article is to analyse the potential of the use of videogames in education. The expectation about the educational value of the use of videogames has increased in the last years. We try to analyse the real connexion between the different kind of digital games, and their real impact The article aims to offer the current situation of the research of this topic.

https://doi.org/10.12795/comunicacion.2009.v01.i07.17
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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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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Copyright (c) 2009 Begoña Gros Salvat

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