Integración pedagógica de la aplicación minecraft edu educación primariaUn estudio de caso

  1. Sáez López, José Manuel
  2. Domínguez Garrido, María Concepción
Revista:
Pixel-Bit: Revista de medios y educación

ISSN: 1133-8482

Año de publicación: 2014

Número: 45

Páginas: 95-110

Tipo: Artículo

DOI: 10.12795/PIXELBIT.2014.I45.07 DIALNET GOOGLE SCHOLAR lock_openAcceso abierto editor

Otras publicaciones en: Pixel-Bit: Revista de medios y educación

Referencias bibliográficas

  • Aldrich, C. (2004). Simulations and the future of learning. San Francisco: John Wiley.
  • Barab, S. A., Dodge, T., Ingram-Goble, A., Peppler, K., Pettyjohn, P. & Volk, C. (2010). Pedagogical dramas and transformational 109 play: Narratively rich games for learning. Mind, Culture, and Activity, 17(3), 235-264. doi: 10.1080/10749030903437228
  • Barab, S. A., Sadler, T., Heiselt, C., Hickey, D. & Zuiker, S. (2007). Relating narrative, inquiry, and inscriptions: A framework for socioscientific inquiry. Journal of Science Education and Technology, 16(1), 59-82. doi: 10.1007/s10956-006-9033-3
  • Blunt, R. (2007). Does Game-Based Learning Work? Results from Three Recent Studies. In Interservice/Industry Training, Simulation & Education Conference (I/ ITSEC). Orlando, Florida, USA: NTSA.
  • Cabero, J. & Llorente, M. C. (2010). Comunidades virtuales para el aprendizaje. EDUTEC. Revista Electrónica de Tecnología Educativa, 34, 1-10. Recuperado de http:// edutec.rediris.es/revelec2/revelec34/
  • Canon-Bowers, J. (2006). The state of gaming and simulation. Paper presented at the Training 2006 Conference and Expo, Orlando, FL.
  • Cohen, L., Manion, L. & Morrison, K. (2000). Research Methods in Education. London and New York: Routledge Falmer.
  • De Freitas, S. & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers and Education 46(3), pp. 249-264. doi:10.1016/ j.compedu.2005.11.007
  • De Kanter, N. (2005). Gaming redefines interactivity for learning. TechTrends: Linking Research & Practice to Improve Learning, 49(3), 26-31. doi: 10.1007/BF02763644
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave.
  • Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. London: Routledge.
  • Goetz, J. P. y LeCompte, M. D. (1988). Etnografía y diseño cualitativo en investigación educativa. Evaluación del diseño etnográfico. Madrid. Ediciones Morata.
  • Gresalfi, M. S., Martin, T., Hand, V. & Greeno, J. G. (2008). Constructing competence: An analysis of students’ participation in the activity system of mathematics classrooms. Educational Studies in Mathematics, 70(1), 49-70. doi: http://dx.doi.org/10.1007/s10649- 008-9141-5
  • Lenhart, A., Jones, S. & Macgill, A. (2008). Adults and video games. Washington, DC: Pew Internet and American Life Project. Recuperado de http://pewinternet.org/ Reports/2008/Adults-and-Video-Games.aspx
  • Lenhart, A, Kahne, J., Middaugh, E., Macgill, A., Evans, C. & Vitak, J. (2008). Teens, video games, and civics. Washington, DC: Pew Internet and American Life Project. Recuperado de http://pewinternet.org/ Reports/2008/Teens-Video-Games-andCivics.aspx
  • Prensky, M. (2001). Digital game-based learning. New York, London: McGraw Hill.
  • Shaffer, D. W. (2007). How computer games help children learn. New York: Palgrave Macmillan.
  • Sáez López, J. M., Leo, L. & Miyata, Y. (2013). Uso de Edmodo en proyectos colaborativos internacionales en Educación Primaria. EDUTEC, Revista Electrónica de Tecnología Educativa, 43 Recuperado de http://edutec.rediris.es/Revelec2/Revelec43/
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29. doi: 10.3102/0013189X035008019
  • Shute, V. J., Ventura, M., Bauer, M. I. & Zapata-Rivera, D. (2009). Melding the power of serious games and embedded assessment to monitor and foster learning: Flow and grow. In U. Ritterfeld, M. Cody & P. Vorderer (Eds.). Serious games: Mechanisms and effects (pp. 295-321). Mahwah, NJ: Routledge, Taylor and Francis.
  • Spectrum Strategy Consultants (2002). From exuberant youth to sustainable maturity. Competitiveness analysis of the UK games software sector. London: Department of Trade and Industry.
  • Steinkuehler, C. A. (2006). Massively multiplayer online video gaming as participation in a discourse. Mind, Culture, and Activity, 13(1), 38-52. doi: 10.1207/ s15327884mca1301_4