For some years now, the scientific community has been studying how videogames foster acquisition of mental representations of the world around us. Research to date suggests that the efficiency of videogames as learning tools largely depends on the instructional design in which they are included. This article provides empirical evidence related to the use of the videogame Angry Birds and how it can modify students’ conceptions regarding object motion. We selected a sample of 110 16- to 17-year-old students in postcompulsory secondary school. Both quantitative and qualitative data are provided. Our results show that (a) merely playing Angry Birds does not produce significant learning, (b) learning occurs when Angry Birds is guided by epistemi...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
Distressingly, at the end of the 2008-2009 school year, 53% of fifth-grade students scored the equiv...
© 2020, Association for Educational Communications and Technology. Although educational games have b...
This paper reports on the case study of 18 pre-schoolers 5 years old and their use of the mobile gam...
Teaching and Learning Department Capstone Project.This paper explores the affordances of digital vid...
Serious games have unique strengths that can be used to augment science education. For the current s...
Students experience difficulties in learning physics because of low understanding of concepts. Fun l...
Educational computer games are increasingly being used in the formal schooling system; however, it i...
Abstract: In this paper, we describe how game-based learning can be used as a vehicle for developing...
One goal of physics teaching is to tackle students' preconceptions about the laws of motion and prom...
Fields within education and training have been exploring the use of educational computer-based games...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
The purpose of this study is to explore high school students’ perceptions of learning climate change...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Does using a computer game improve students\u27 motivation to learn classroom material? The current ...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
Distressingly, at the end of the 2008-2009 school year, 53% of fifth-grade students scored the equiv...
© 2020, Association for Educational Communications and Technology. Although educational games have b...
This paper reports on the case study of 18 pre-schoolers 5 years old and their use of the mobile gam...
Teaching and Learning Department Capstone Project.This paper explores the affordances of digital vid...
Serious games have unique strengths that can be used to augment science education. For the current s...
Students experience difficulties in learning physics because of low understanding of concepts. Fun l...
Educational computer games are increasingly being used in the formal schooling system; however, it i...
Abstract: In this paper, we describe how game-based learning can be used as a vehicle for developing...
One goal of physics teaching is to tackle students' preconceptions about the laws of motion and prom...
Fields within education and training have been exploring the use of educational computer-based games...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
The purpose of this study is to explore high school students’ perceptions of learning climate change...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Does using a computer game improve students\u27 motivation to learn classroom material? The current ...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
Distressingly, at the end of the 2008-2009 school year, 53% of fifth-grade students scored the equiv...
© 2020, Association for Educational Communications and Technology. Although educational games have b...