The pedagogical processes have been experiencing significant changes originated by the technological progress and social movements. However in formal education processes, some aspects use to remains inflexible and stuck to traditional practices. An example of this is the assessment. In the field of chemistry teaching, assessment alternatives are limited. So this work aims to develop an educational videogame which is specifically designed to perform hidden assessment of students of chemistry. The proposal is validated by means of cognitive verification tests and user experiences tests. This document presents the results and the challenges of implementing videogames for assessment tasks. It shows that the use of videogames has applic...
The objective of this study is to assess the effectiveness of videogames in comparison to simulation...
Video games in a learning environ-ment and their application to the educational world has become a c...
This project is carried out in order to include videogames in learning and teaching processes and t...
Innovating in pedagogical practices to assess student performance is a challenge for educators, so i...
The purpose of Information and Communication Technologies (ICTs) is to transfer information from one...
Facing an evaluation always involves a degree of nervousness that, at early ages and with arduous s...
Videogames are not only a useful didactic tool to learn Social Sciences contents and attitudes in Se...
The introduction of video games in education has raised a number of possibilities, but also problems...
In this new era of the 21st century when societies are constantly changing, education is the corners...
Videogames are social and interactive tools which enable users to play, participate, communicate and...
The introduction of video games as digital tools in the educational field as mediators in the learni...
The speed which information is generated and the easy access that exists today to many sources of in...
La utilización de videojuegos en el aula es un paradigma relativamente novedoso, enmarcado dentro de...
La introducción de los videojuegos en la educación ha planteado una serie de posibilidades, pero tam...
La implementación de juegos didácticos en el aula permite lograr un proceso de enseñanza significati...
The objective of this study is to assess the effectiveness of videogames in comparison to simulation...
Video games in a learning environ-ment and their application to the educational world has become a c...
This project is carried out in order to include videogames in learning and teaching processes and t...
Innovating in pedagogical practices to assess student performance is a challenge for educators, so i...
The purpose of Information and Communication Technologies (ICTs) is to transfer information from one...
Facing an evaluation always involves a degree of nervousness that, at early ages and with arduous s...
Videogames are not only a useful didactic tool to learn Social Sciences contents and attitudes in Se...
The introduction of video games in education has raised a number of possibilities, but also problems...
In this new era of the 21st century when societies are constantly changing, education is the corners...
Videogames are social and interactive tools which enable users to play, participate, communicate and...
The introduction of video games as digital tools in the educational field as mediators in the learni...
The speed which information is generated and the easy access that exists today to many sources of in...
La utilización de videojuegos en el aula es un paradigma relativamente novedoso, enmarcado dentro de...
La introducción de los videojuegos en la educación ha planteado una serie de posibilidades, pero tam...
La implementación de juegos didácticos en el aula permite lograr un proceso de enseñanza significati...
The objective of this study is to assess the effectiveness of videogames in comparison to simulation...
Video games in a learning environ-ment and their application to the educational world has become a c...
This project is carried out in order to include videogames in learning and teaching processes and t...