@misc{10481/99337, year = {2022}, url = {https://hdl.handle.net/10481/99337}, abstract = {Videogames are one of the rising powers in the entertainment industry, but their potential in the classroom seems to be underdeveloped, if not straight up ignored. Though several investigations have been carried out, and educative games have been a presence on the market almost for as long as there has been a market, not many classrooms employ them regularly, if at all. In this paper, we will draw attention to the motivating power of video games, how employing them in the classroom can be a staple of CLIL methodology, and how students themselves view the use of this tool in for the development of their own learning.}, publisher = {Dykinson}, title = {The use of videogames as support tools in CLIL classrooms}, author = {Juan Rubio, Antonio Daniel and García Conesa, Isabel María}, }