This paper puts forward some experience-based reflections on the role of teachers in planning and conducting educational actions involving the use of Serious Games (SGs). We consider the previous studies in the evolution of the teacher role with the introduction of ICTs in the teaching and learning process and the use of Electronic Learning Objects (Adell & Sales, 2000; Bates, 2011). We focus our paper in the specific changes on the role of the teacher in the use of Serious Games in formal educational settings
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
International audienceInnovation in technology together with evolution in pedagogical approaches is ...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
Curriculum integration is one of the main factors in the teachers ’ decision-making process when dec...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
This paper presents the outcomes of a qualitative study which aims to investigate the pedagogical po...
The use of the gaming technique by a teacher in a secondary school is welcomed by pupils nowadays mu...
This paper examines what roles teachers need to take on when attempting to integrate and use compute...
Over the past few years, academics have witnessed an increasing amount of attention being accorded t...
Innovation in technology together with evolution in pedagogical approaches is encouraging increased ...
This paper presents the results of a two-year participatory research conducted in 7 Italian schools ...
Computer gaming is a global phenomenon and there has been rapid growth in 'serious' games for learni...
As the use of games in class activity nowadays has become common, some teachers tend to use this kin...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
International audienceInnovation in technology together with evolution in pedagogical approaches is ...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
Curriculum integration is one of the main factors in the teachers ’ decision-making process when dec...
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid techno...
This paper presents the outcomes of a qualitative study which aims to investigate the pedagogical po...
The use of the gaming technique by a teacher in a secondary school is welcomed by pupils nowadays mu...
This paper examines what roles teachers need to take on when attempting to integrate and use compute...
Over the past few years, academics have witnessed an increasing amount of attention being accorded t...
Innovation in technology together with evolution in pedagogical approaches is encouraging increased ...
This paper presents the results of a two-year participatory research conducted in 7 Italian schools ...
Computer gaming is a global phenomenon and there has been rapid growth in 'serious' games for learni...
As the use of games in class activity nowadays has become common, some teachers tend to use this kin...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...