The main goal of any educational institution is to form students as best as possible. To
achieve it, traditional teaching models should be open to new learning experiences
using emergent technologies such as video games, which offer a more attractive
alternative to the student and a great capacity for interaction with knowledge. Studies
based on this kind of initiatives show favorable results in terms of motivation and
cognitive development. However, it is not clear how to measure the educational
potential of video games to be applied in education and be considered a serious game,
nor in what areas the games are especially effective as teaching tools.
Références (1) :
Alvarez, J. y Michaud, L. (2008). Serious games. Advergaming, edugaming, training and more. IDATE, Monpellier