This paper purposes to begin to implement a new inclusive taxonomy of video games, starting with the implementation of Mosna's taxonomy, in order to use video games as a symplex tool to foster educational purposes. Recent research has revealed the use of video games as a possible workable educational tool. Forthcoming perspectives include a qualitative observation research, to investigate, the strengths and weaknesses, of videogames, selected by educators, usable by secondary school students.
File in questo prodotto:
Non ci sono file associati a questo prodotto.