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Examples of Games for Learning in Erasmus+

  • Autores: María Goretti Alonso de Castro, Francisco José García Peñalvo
  • Localización: Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality / coord. por Francisco José García Peñalvo, Alicia García Holgado, 2023, ISBN 978-981-99-0941-4, págs. 633-641
  • Idioma: inglés
  • Texto completo no disponible (Saber más ...)
  • Resumen
    • his article focuses on the review of specific examples of Europeaneducational projects, within the framework of Erasmus+, that use educationalgames or platforms as the main axis of action. It is assumed that games are a greattool to engage students in the teaching-learning process and the fact of being able toobserve projects that have been considered good practice in this field can contributenot only to the use of resources developed, but also to inspire the realization ofnew projects in this line of work. In this publication, one or two example projectsare reviewed for different educational sectors (school, vocational education andtraining, and youth), in total five projects. Most of them are projects that have beenselected and analysed within the framework of the research “Methodological guidefor the successful use of digital technologies in education: Improving learningthrough European educational projects”. They have worked on the developmentof iOS or Android games and all have the label of good practice. As their mainresult they have proven to be useful for the educational community in generaland especially for teachers because all of them have helped to solve a need ineducation.


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