Faced with the perspective of developing narratives in digital didactic materials from gamebooks aimed at the educational context, the objective is to describe how the narratives produced by higher education students when building gamebooks using the Twine software show the way they think teaching and learning school content. The research is qualitatively based on a Case Study. Three gamebooks developed by students from a Public Higher Education Institution (PHEI) are analyzed. Data collection occurs from two instruments: preparation script and finalized gamebook. Through methodological triangulation, the data analysis compared the information obtained in the two instruments, plus the theoretical framework, supported by the Discursive Textu...
The objective of this work is to highlight the teacher's view regarding playfulness and pedagogical ...
Actualment, els professors tenen en la narració una de les eines amb les que poden posar en pràctica...
The objective of this work was to evaluate the impressions about the digital game "Probability in Ac...
In this article, we start from a disturbance that emerges in the context of the authors' research wh...
The classroom has undergone remarkable transformations these days and is particularly evident in the...
In the last decade, and especially in the last five years, there has been an increase in the impleme...
Vitae is a video game created to socialize the contents of El Decreto 1279 of the Ministry of Nation...
This experience report is part of a qualitative research with interventional actions carried out as ...
This article comes from an activity proposed for teachers from the public network, in a pedagogical ...
The article discusses educational actions planned intentionally with the use of games like Trigger l...
The present paper deals with the construction of a learning object (OA) in the form of a game relate...
We present a narrative literature review whose objective is to explore the relationship between STEA...
Games may contribute with the learning processes in different knowledge areas. This article describe...
Este artículo pretende dar cuenta de la dimensión subjetiva e intersubjetiva de los aprendizajes tec...
In recent years, one of the most widespread themes in different application contexts is that of seri...
The objective of this work is to highlight the teacher's view regarding playfulness and pedagogical ...
Actualment, els professors tenen en la narració una de les eines amb les que poden posar en pràctica...
The objective of this work was to evaluate the impressions about the digital game "Probability in Ac...
In this article, we start from a disturbance that emerges in the context of the authors' research wh...
The classroom has undergone remarkable transformations these days and is particularly evident in the...
In the last decade, and especially in the last five years, there has been an increase in the impleme...
Vitae is a video game created to socialize the contents of El Decreto 1279 of the Ministry of Nation...
This experience report is part of a qualitative research with interventional actions carried out as ...
This article comes from an activity proposed for teachers from the public network, in a pedagogical ...
The article discusses educational actions planned intentionally with the use of games like Trigger l...
The present paper deals with the construction of a learning object (OA) in the form of a game relate...
We present a narrative literature review whose objective is to explore the relationship between STEA...
Games may contribute with the learning processes in different knowledge areas. This article describe...
Este artículo pretende dar cuenta de la dimensión subjetiva e intersubjetiva de los aprendizajes tec...
In recent years, one of the most widespread themes in different application contexts is that of seri...
The objective of this work is to highlight the teacher's view regarding playfulness and pedagogical ...
Actualment, els professors tenen en la narració una de les eines amb les que poden posar en pràctica...
The objective of this work was to evaluate the impressions about the digital game "Probability in Ac...