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dc.contributor.authorLópez-Arcos, José R
dc.contributor.authorPadilla-Zea, Natalia
dc.contributor.authorPaderewski-Rodríguez, Patricia
dc.contributor.authorGutiérrez Vela, Francisco L
dc.date2017
dc.date.accessioned2018-03-07T14:58:43Z
dc.date.available2018-03-07T14:58:43Z
dc.identifier.issn1548-1107
dc.identifier.urihttps://reunir.unir.net/handle/123456789/6320
dc.description.abstractThe use of video games as an educational tool initially causes a higher degree of motivation in students. However, the inclusion of educational activities throughout the game can cause this initial interest to be lost. A good way to maintain motivation is to use a good story that is used as guiding thread with which to contextualize the other video game elements (characters, scenarios, challenges, scores, etc.). A method is necessary for analyzing the effectiveness of the story in a video game. The authors propose an analysis method that includes user-centered techniques. This method has been applied to several cases of study. In this paper, they describe its application to the design of an educational video game in the field of mathematics and an adventure game for training the reading skills.es_ES
dc.language.isoenges_ES
dc.publisherInternational Journal of Web-Based Learning and Teaching Technologieses_ES
dc.relation.ispartofseries;vol. 12, nº 4
dc.relation.urihttps://www.igi-global.com/article/designing-stories-for-educational-video-games/187146es_ES
dc.rightsrestrictedAccesses_ES
dc.subjectScopuses_ES
dc.titleDesigning Stories for Educational Video Games: Analysis and Evaluationes_ES
dc.typeArticulo Revista Indexadaes_ES
reunir.tag~ARIes_ES


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