Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Lacasa, Pilar | 3 |
Méndez, Laura | 2 |
García-Pernía, María-Ruth | 1 |
Monjelat, Natalia | 1 |
Núñez, Patricia | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Secondary Education | 3 |
High Schools | 2 |
Audience
Location
Spain | 2 |
Spain (Madrid) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Monjelat, Natalia; Méndez, Laura; Lacasa, Pilar – Technology, Pedagogy and Education, 2017
Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students' work nowadays, studies…
Descriptors: Tutors, Scaffolding (Teaching Technique), Video Games, Problem Solving
Méndez, Laura; Lacasa, Pilar – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The purpose of this study is to provide a framework for analysis from which to interpret the transformations that take place, as perceived by the participants, when commercial video games are used in the classroom. We will show how Activity Theory (AT) is able to explain and interpret these changes. Method: Case studies are…
Descriptors: Foreign Countries, Video Games, Social Theories, Case Studies
Lacasa, Pilar; García-Pernía, María-Ruth; Núñez, Patricia – Journal of Education and Training Studies, 2014
The main goal of this paper is to analyze adolescents' experiences when they play SimCity (EA, 2008), a commercial videogame, in an innovative learning environment designed around the concept of participatory culture. By using this video game in the classroom and machinima productions created in relation to the game, we sought to generate a…
Descriptors: Adolescents, Educational Technology, Video Games, Technology Uses in Education