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Barbieri, Giuseppina Gerarda; Barbieri, Rosa; Capone, Roberto – EURASIA Journal of Mathematics, Science and Technology Education, 2021
In this article, we will describe the embedded case study of the European project "E-Magic" carried out within the Erasmus+ project and which involved 12-16 years old students and teachers from three nations: "Acharnes Special Education Vocational School" in Athens (Greece), IIS "L. Da VinciNitti", a high school in…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Instruction, Educational Games
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19
Del-Moral, María-Esther; Guzmán-Duque, Alba-Patricia – Journal of New Approaches in Educational Research, 2014
This paper has as its aim to analyze how CityVille, a videogame hosted on Facebook and oriented to the construction of a virtual city, can favor collaboration between gamers along with the exchange of strategies, equally contributing to learning transfer and skill acquisition. The first step consists in identifying the opportunities which the said…
Descriptors: Video Games, Social Media, Simulated Environment, Educational Games
Pracana, Clara, Ed. – Online Submission, 2014
We are delighted to welcome you to the International Psychological Applications Conference and Trends 2014, taking place in Porto, Portugal, from 4 to 6 of April. Psychology, in our time, offers a large range of scientific fields where it can be applied. The goal of understanding individuals and groups (mental functions and behavioral…
Descriptors: Educational Psychology, Foreign Countries, Intervention, Prevention
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy