教育和文化中的电子游戏

IF 0.5 Q3 SOCIAL SCIENCES, INTERDISCIPLINARY
Veronica Luzuriaga, Veronica Toaza, Sonia Caisaluisa, Jorge Jaramillo
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引用次数: 0

摘要

本文介绍了近年来电子游戏对教学和文化传播的影响。针对视频游戏如何使教育受益并得到加强、视频游戏的技术进步及其益处如何确保2019冠状病毒病大流行期间课程的连续性进行了详尽审查。电子游戏及其不断发展提供了一种工具,可以培养各个教育水平的学生的能力和技能。新的、更好的游戏体验已经被开发出来,为玩家提供了更具沉浸感的情境,鼓励学生对他们的学习过程产生更大的兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Videogames in Education and Culture
This document presents the highlights of the influence of video games on teaching and disseminating culture in recent years. An exhaustive review was carried out on how education has benefited and enhanced using video games and their technological advances and their benefits to ensure the continuity of the curricula during the COVID-19 pandemic. Video games and their constant developments provide a tool that fosters the competencies and skills of students at all educational levels. New and better playful experiences have been developed that present players with more immersive situations are encouraging students to a greater interest in their learning process.
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来源期刊
Athenea Digital
Athenea Digital SOCIAL SCIENCES, INTERDISCIPLINARY-
CiteScore
0.80
自引率
0.00%
发文量
41
审稿时长
30 weeks
期刊介绍: Ahora que el fenómeno de la disciplinarización institucional está cada vez más marcado, Athenea Digital promueve la reflexión interdisciplinar en la tradición de las ciencias humanas y sociales. La revista aborda los fenómenos sociales contemporáneos en sus múltiples dimensiones (política, económica, cultural, comunicacional...) y valora la reflexión rigurosa sobre la articulación entre los diferentes dominios de la actividad humana. El principal objetivo de la revista es potenciar el diálogo y la innovación en los estudios sociales y culturales.
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