This paper describes an experience to incorporate the realization of virtual routes about the sculptural heritage of a city in the classroom by developing a simulation of the urban …
JL González Sánchez, N Padilla Zea… - … 2009, Held as Part of HCI …, 2009 - Springer
While video games have traditionally been considered simple entertainment devices, nowadays they occupy a privileged position in the leisure and entertainment market …
C González-González, F Blanco-Izquierdo - Computers & Education, 2012 - Elsevier
In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive …
Videogames and their specific devices can be used to improve learning process since they are very attractive for children. In this way, pupils increase their cognitive skills, the time …
Educación superior: sustentabilidad y prácticas innovadoras; es el resultado de varios procesos de investigación realizados en Instituciones de Educación Superior cuyos ejes de …
A García-Ortega… - Revista …, 2018 - mediterranea-comunicacion.org
El creciente uso y popularidad de las narrativas transmedia ha propiciado la aparición de nuevos géneros y formatos periodísticos. Es el caso de los newsgames, un formato …
A Manzano-León, P Camacho-Lazarraga… - International journal of …, 2020 - mdpi.com
The video game has been one of the phenomena with the greatest impact on the entire social fabric, and especially among young people. Therefore, it is essential to understand …
Introducción: Las necesidades comunicativas derivadas de la pandemia de la Covid-19 han favorecido el desarrollo de iniciativas dedicadas a canalizar la información a la ciudadanía …
PO Silva-Vásquez, VY Rosales-Morales… - … and Computer Software, 2022 - Springer
This paper reviews the literature on automatic code generation of user-centered serious games. We decided to break the study in two parts: one study about serious games with …