Please use this identifier to cite or link to this item: http://hdl.handle.net/10609/148032
Title: Desenvolupant un mètode per a la detecció de les potencialitats educatives dels videojocs comercials
Author: Adell, Ferran  
Director: Casacuberta, David  
Melenchón, Javier  
Abstract: The use of video games for education has gone through various stages. At first, opinions on video game-based learning (VGBL) were polarized, either generating fervent passion or irrational rejection. Over the years, the perception of the medium as a valuable tool for supporting learning has become predominant among the teaching community. Now, tools, procedures, and methods are needed to help teachers integrate video games into the classroom. The aim of this research has been to propose a method for identifying the educational potential of commercial video games. What makes a video game suitable for educational dynamics? It must be playable for everyone (difficulty), offering creative freedom (ability to make and create), having flexible mechanics (ability to change game rules), generating sufficient immersion for the player (interest and attention), and providing a strong community (resources, support, and learning) These are the characteristics we should look for in a commercial title to ensure that the tool will be effective.
Keywords: videogame-based learning
gamification
videogames
education
educational method
educational tools
Document type: info:eu-repo/semantics/doctoralThesis
Issue Date: 22-Mar-2023
Publication license: http://creativecommons.org/licenses/by-nc-nd/3.0/es/  
Appears in Collections:Tesis doctorals

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