Game and virtual world learning. A collaboratively and reflective international experience
DOI:
https://doi.org/10.60020/1853-6530.v2.n2.334Keywords:
virtual classroom, educational games, virtual worlds, technologically mediated education, games-based learningAbstract
The educational possibilities of ICT grow exponentially and vertiginously day after day and they provide multiple alternatives on mediation for teaching, learning and communication. Thus, the inclusion of video games and virtual worlds in the educational context represents a qualitative leap that claims to significantly boost the ways of communication and knowledge representation of the scenarios involved. In the frame of MPEMT and quite conscious of reality, a virtual seminar was organized for students to approach this issue on the grounds of lectures given by worldwide recognized experts. The format chosen for the seminar allowed the treatment of subject matters not only through reading assignments and web quests to be collaboratively discussed but also included state-of-the-art experience of developers working in the field.Downloads
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Published
2011-07-07
How to Cite
Laaser, W., & Gonzalo Brito, J. (2011). Game and virtual world learning. A collaboratively and reflective international experience. Virtuality, Education and Science, 2(2), 65–78. https://doi.org/10.60020/1853-6530.v2.n2.334
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Section
Innovation and Experiences
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Copyright (c) 2011 Wolfram Laaser, Julio Gonzalo Brito
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