Scientific literacy is more than the simple reproduction of traditional school science knowledge and requires a set of skills, among them identifying scientific issues, explaining phenomena scientifically and using scientific evidence. Several studies have indicated that playing computer games in the classroom can support the development of students' conceptual understanding about scientific phenomena and theories. Our paper presents a research study where the role of the video game Spore as a learning tool was analysed in a Biology class. An ethnographical perspective served as the framework for the organization and development of a workshop comprised of five sessions with 22 4th grade students, and their Biology teacher. The results show ...
Περιέχει το πλήρες κείμενοThe new generation of learners in today's schools is accustomed to a digit...
The purpose of this paper is to develop a Game-Based Learning (GBL) proposal using the SporeTM vide...
Video games have become a popular medium in our society, and recent scholarship suggests that games ...
Scientific literacy is more than the simple reproduction of traditional school science knowledge and...
Scientific literacy is more than the simple reproduction of traditional school science knowledge and...
ilustracionesEl presente informe presenta el diseño y la aplicación de una estrategia de enseñanza b...
This article aimed to analyze the game: “ARK: Survival Envolved” from the perspective of teaching an...
This paper examines the perceptions of sixth-form students towards the use of Spore™—a commercial el...
In recent decades, the increased use of digital games by students at all education levels has attrac...
Games have always been present in the development of the human society, facilitating ways of social ...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
Περιέχει το πλήρες κείμενοThe new generation of learners in today's schools is accustomed to a digit...
The purpose of this paper is to develop a Game-Based Learning (GBL) proposal using the SporeTM vide...
Video games have become a popular medium in our society, and recent scholarship suggests that games ...
Scientific literacy is more than the simple reproduction of traditional school science knowledge and...
Scientific literacy is more than the simple reproduction of traditional school science knowledge and...
ilustracionesEl presente informe presenta el diseño y la aplicación de una estrategia de enseñanza b...
This article aimed to analyze the game: “ARK: Survival Envolved” from the perspective of teaching an...
This paper examines the perceptions of sixth-form students towards the use of Spore™—a commercial el...
In recent decades, the increased use of digital games by students at all education levels has attrac...
Games have always been present in the development of the human society, facilitating ways of social ...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
This study explored student learning in the context of innovative biotechnology curricula and the ef...
Περιέχει το πλήρες κείμενοThe new generation of learners in today's schools is accustomed to a digit...
The purpose of this paper is to develop a Game-Based Learning (GBL) proposal using the SporeTM vide...
Video games have become a popular medium in our society, and recent scholarship suggests that games ...