2014
DOI: 10.18172/con.2598
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Videojuegos y aprendizaje de la Historia: la saga Assasin’s Creed

Abstract: RESUMEN:Este artículo estudia el potencial de los videojuegos en general y de la saga de Assasin's Creed en particular para el aprendizaje de la Historia. Para ello analiza las características de los videojuegos, su poder motivacional, sus tramas, los aspectos históricos que mejor ilustra y también sus limitaciones.PALABRAS CLAVE: Historia, videojuegos, Assasin's Creed, aprendizaje significativo. VIDEOGAMES AND LEARNING OF HISTORY: THE ASSASIN'S CREED SAGAABSTRACT: This article studies the potential of videoga… Show more

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Cited by 12 publications
(1 citation statement)
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“…The progressive transfer of fun scenarios to videogame screens has resulted in new educational opportunities (Prensky, 2007), giving rise to didactic strategies focused on the utilization of videogames in classrooms. However, this methodology known as Game-Based Learning arises as an innovative practice which exploits the educational potential that videogames, serious games or digital games hold to drive any training process, thus favouring motivation-assisted learning acquisition by users, helping to involve them and assigning them a more active role (Téllez & Iturriaga, 2014). Videogames are systematically used as skill-activation and knowledge-acquisition tools within this educational framework (Liu, Rosenblum, Horton, & Kang, 2014).…”
Section: Gbl: Development Of Logical-matemathical Naturalistic and mentioning
confidence: 99%
“…The progressive transfer of fun scenarios to videogame screens has resulted in new educational opportunities (Prensky, 2007), giving rise to didactic strategies focused on the utilization of videogames in classrooms. However, this methodology known as Game-Based Learning arises as an innovative practice which exploits the educational potential that videogames, serious games or digital games hold to drive any training process, thus favouring motivation-assisted learning acquisition by users, helping to involve them and assigning them a more active role (Téllez & Iturriaga, 2014). Videogames are systematically used as skill-activation and knowledge-acquisition tools within this educational framework (Liu, Rosenblum, Horton, & Kang, 2014).…”
Section: Gbl: Development Of Logical-matemathical Naturalistic and mentioning
confidence: 99%