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dc.creatorSantos Filho, José Walter
dc.creatorNou Schneider, Henrique
dc.date2011-06-01
dc.date.accessioned2022-03-03T19:57:44Z
dc.date.available2022-03-03T19:57:44Z
dc.identifierhttps://revistas.unab.edu.co/index.php/rcc/article/view/1654
dc.identifier.urihttp://test.repositoriodigital.com:8080/handle/123456789/13939
dc.descriptionThe aim of this paper is to report the state of the art on the concept of Educational Electronic Game, in view of the diversity of existing conceptions about the use of games in Education. To achieve this we investigated the scientific literature of the late twentieth century and the first ten years of the century on the subject, noting that the ownership of the video game from the education you intend to use games developed with recreational function and apply them in ways tailored to reach educational goals. This opportunity offers space to be used in teaching games that were developed by observing conditions psycho-pedagogical selection and adoption of strategies of teaching, breadth of content to be treated, modeling behavior of User, and other aspects of the video game education.es-ES
dc.formatapplication/pdf
dc.languagespa
dc.publisherUniversidad Autónoma de Bucaramangaes-ES
dc.relationhttps://revistas.unab.edu.co/index.php/rcc/article/view/1654/1532
dc.rightsDerechos de autor 2011 Revista Colombiana de Computaciónes-ES
dc.rightshttps://creativecommons.org/licenses/by-nc-sa/4.0es-ES
dc.sourceRevista Colombiana de Computación; Vol. 12 No. 1 (2011): Revista Colombiana de Computación (Enero-Junio); 1-13en-US
dc.sourceRevista Colombiana de Computación; Vol. 12 Núm. 1 (2011): Revista Colombiana de Computación (Enero-Junio); 1-13es-ES
dc.source2539-2115
dc.source1657-2831
dc.titleDiversity of electronic educational games conceptes-ES
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion


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