Towards the use of video games for learning: a survey about video games preferences of Engineering

Autores
Bouciguez, María José; Santos, Graciela; Abásolo, María José
Año de publicación
2014
Idioma
inglés
Tipo de recurso
artículo
Estado
versión publicada
Descripción
Video games are now a widespread cultural practice, especially among young people, making them an ideal medium for the design of learning processes. In order to design educational technologies that provide teaching support we must first understand the practices developed by the young with computers and especially with video games. The aim of the present study is therefore to learn about the experience and expectations about video games among students, particularly engineering students. The results are going to be considered in the design of educational technologies based on interactive virtual environments that mediate the learning processes, particularly in physics course of engineering studies.
Materia
Ciencias de la Computación e Información
design educational technologies
simulations
interactive learning environments
realidad virtual
videojuegos
Nivel de accesibilidad
acceso abierto
Condiciones de uso
http://creativecommons.org/licenses/by-nc/3.0/
Repositorio
CIC Digital (CICBA)
Institución
Comisión de Investigaciones Científicas de la Provincia de Buenos Aires
OAI Identificador
oai:digital.cic.gba.gob.ar:11746/5266

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network_name_str CIC Digital (CICBA)
spelling Towards the use of video games for learning: a survey about video games preferences of EngineeringBouciguez, María JoséSantos, GracielaAbásolo, María JoséCiencias de la Computación e Informacióndesign educational technologiessimulationsinteractive learning environmentsrealidad virtualvideojuegosVideo games are now a widespread cultural practice, especially among young people, making them an ideal medium for the design of learning processes. In order to design educational technologies that provide teaching support we must first understand the practices developed by the young with computers and especially with video games. The aim of the present study is therefore to learn about the experience and expectations about video games among students, particularly engineering students. The results are going to be considered in the design of educational technologies based on interactive virtual environments that mediate the learning processes, particularly in physics course of engineering studies.2014-04info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/resource_type/c_6501info:ar-repo/semantics/articuloapplication/pdfhttps://digital.cic.gba.gob.ar/handle/11746/5266enginfo:eu-repo/semantics/altIdentifier/issn/1666-6038info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by-nc/3.0/reponame:CIC Digital (CICBA)instname:Comisión de Investigaciones Científicas de la Provincia de Buenos Airesinstacron:CICBA2025-09-29T13:40:05Zoai:digital.cic.gba.gob.ar:11746/5266Institucionalhttp://digital.cic.gba.gob.arOrganismo científico-tecnológicoNo correspondehttp://digital.cic.gba.gob.ar/oai/snrdmarisa.degiusti@sedici.unlp.edu.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:94412025-09-29 13:40:05.766CIC Digital (CICBA) - Comisión de Investigaciones Científicas de la Provincia de Buenos Airesfalse
dc.title.none.fl_str_mv Towards the use of video games for learning: a survey about video games preferences of Engineering
title Towards the use of video games for learning: a survey about video games preferences of Engineering
spellingShingle Towards the use of video games for learning: a survey about video games preferences of Engineering
Bouciguez, María José
Ciencias de la Computación e Información
design educational technologies
simulations
interactive learning environments
realidad virtual
videojuegos
title_short Towards the use of video games for learning: a survey about video games preferences of Engineering
title_full Towards the use of video games for learning: a survey about video games preferences of Engineering
title_fullStr Towards the use of video games for learning: a survey about video games preferences of Engineering
title_full_unstemmed Towards the use of video games for learning: a survey about video games preferences of Engineering
title_sort Towards the use of video games for learning: a survey about video games preferences of Engineering
dc.creator.none.fl_str_mv Bouciguez, María José
Santos, Graciela
Abásolo, María José
author Bouciguez, María José
author_facet Bouciguez, María José
Santos, Graciela
Abásolo, María José
author_role author
author2 Santos, Graciela
Abásolo, María José
author2_role author
author
dc.subject.none.fl_str_mv Ciencias de la Computación e Información
design educational technologies
simulations
interactive learning environments
realidad virtual
videojuegos
topic Ciencias de la Computación e Información
design educational technologies
simulations
interactive learning environments
realidad virtual
videojuegos
dc.description.none.fl_txt_mv Video games are now a widespread cultural practice, especially among young people, making them an ideal medium for the design of learning processes. In order to design educational technologies that provide teaching support we must first understand the practices developed by the young with computers and especially with video games. The aim of the present study is therefore to learn about the experience and expectations about video games among students, particularly engineering students. The results are going to be considered in the design of educational technologies based on interactive virtual environments that mediate the learning processes, particularly in physics course of engineering studies.
description Video games are now a widespread cultural practice, especially among young people, making them an ideal medium for the design of learning processes. In order to design educational technologies that provide teaching support we must first understand the practices developed by the young with computers and especially with video games. The aim of the present study is therefore to learn about the experience and expectations about video games among students, particularly engineering students. The results are going to be considered in the design of educational technologies based on interactive virtual environments that mediate the learning processes, particularly in physics course of engineering studies.
publishDate 2014
dc.date.none.fl_str_mv 2014-04
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dc.language.none.fl_str_mv eng
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