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In e-Learning the interest on the use of new kinds of highly-interactive content is increasing. In this regard video games are one of the media that is gaining momentum because of their high potential for enhancing both students' motivation and learning outcomes. Nevertheless, the actual adoption of games in the educational system is scarce. In this paper we identify different open issues to be addressed...
Within the last years educational games have attracted some attention from the academic community. Multiple enhancements of the learning experience are usually attributed to educational games, although the most cited is their potential to improve students' motivation. In spite of these expected advantages, how to introduce video games in the learning process is an issue that is not completely clear...
Despite the emergent research of educational video games, video gaming experience and associated gender disparity are two important factors that have been overlooked when determining optimal learning environments for educational video games. For those who lack experience, educational video games may tax cognitive load and preclude informal learning benefits. This pilot study compared five males and...
Several studies claim for the benefits that collaborative learning has to the students' comprehensive development as well as many benefit of introducing new technologies into the educational field. By other hand, interaction analysis in collaborative learning processes has become an important research field. Starting from these two realities, this work presents the modeling of a Video Game Supported...
New technologies have been incorporated to schools as learning tools some time ago. In this paper we remark some advantages of video games as educational systems and how we can use them as a tool of CSCL (computer-supported collaborative learning) into classrooms. Moreover, we consider that learning process is important enough to be measured in addition to the solution. So, we are interested in this...
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