LudoScience

AL-KIMIA: APRENDER QUÍMICA A TRAVES DE LA GAMIFICACIÓN DE SU HISTORIA Beatriz Legerén Lago - 2017

Informations

Support : Références scientifiques
Auteur(s) : Beatriz Legerén Lago
Editeur :
Date : 2017
Langue : Langue


Description

Abstract :

 

How to create an interactive product that encourages high school students to get in contact with the world of chemistry. Or how to get high school students pay any attention to the discipline of chemistry through an interactive entertainment application that besides entertaining can teach some of the most basic concepts of the The science that can better explain the progress of humanity. In the following lines we will present the steps taken in the design an interactive entertainment project developed between the Faculty of Chemistry from the University of Santiago de Compostela and the multimedia area of the Degree in Audiovisual Communication from the University of Vigo. 2 Project, which aims besides to entertain will encourage the users the acquisition of knowledge about chemistry, and foster attitudes of commitment to science. To do that we chose as a methodological basis, the constructivist theory of experiential learning (experiential learning).

 

Références (2) :

 

Djaouti, D., Alvarez, J., Jessel, J., Methel, G., & Molinier, P. (2007). The nature of gameplay: a videogame classification. Cybergames Conference, (July 2015). Retrieved from http://gameclassification.com/files/articles/[cybergames07]_nature_of_gameplay.pdf

 

Djaouti, D., Alvarez, J., Jessel, J.-P., Methel, G., & Molinier, P. (2008). A Gameplay Definition through Videogame Classification. International Journal of Computer Games Technology, 2008, 1–7. doi:10.1155/2008/470350 

 

 



Mots-clés : Jeu vidéo, Mécaniques de jeu, Design, Esthétique, Narratif, Chimie, Education, Ecole