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dc.contributor.authorJuan Rubio, Antonio Daniel
dc.contributor.authorGarcía Conesa, Isabel María
dc.date.accessioned2025-01-16T08:58:09Z
dc.date.available2025-01-16T08:58:09Z
dc.date.issued2022
dc.identifier.citationJuan Rubio, Antonio Daniel & García Conesa, Isabel María (2022). Narrativas emergentes para la comunicación digital. Pavel Sidonenko Bautista, José María Herranz de la Casa, Raúl Terol Belindes & Nadia Alonso López (Coord.). Editorial Dykinson, 2022, pp. 340 – 360. ISBN: 978-84-1122-375-1es_ES
dc.identifier.urihttps://hdl.handle.net/10481/99337
dc.description.abstractVideogames 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.es_ES
dc.language.isoenges_ES
dc.publisherDykinsones_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleThe use of videogames as support tools in CLIL classroomses_ES
dc.typebook partes_ES
dc.rights.accessRightsopen accesses_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivatives 4.0 Internacional