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Título
Teachers’ Adoption of Embodied Learning Digital Games with an Inclusive Education Approach: Lessons Learnt from the INTELed Project in Spain
Autor
Año del Documento
2020
Editorial
Springer
Descripción
Producción Científica
Documento Fuente
Martínez-Monés A., Villagrá-Sobrino S., Fernández Faundez E.M., Jiménez Ruiz M. Teachers’ Adoption of Embodied Learning Digital Games with an Inclusive Education Approach: Lessons Learnt from the INTELed Project in Spain. In: Zaphiris P., Ioannou A. (eds) Learning and Collaboration Technologies. Human and Technology Ecosystems. HCII 2020. Lecture Notes in Computer Science, vol 12206. Springer, 2020. https://doi.org/10.1007/978-3-030-50506-6_18
Resumo
Embodied learning digital games have been used with success in the past to support students with special education needs, but their application by teachers in mainstream classes with an inclusive approach is still a challenge. This paper presents the results of a set of pilots in which a suite of embodied digital games was applied into pre-school and primary school classrooms. The findings of the studies provide insights into the conditions that facilitated and/or impeded the adoption of the technology by the participant teachers. These results are then elaborated to define a first set of strategies that could be used by third-party teachers to fulfill the same objectives, and to identify concrete design challenges for the application of embodied digital games in classrooms.
Materias Unesco
58 Pedagogía
Palabras Clave
Juegos digitales
Digital games
Patrocinador
Ministerio de Ciencia, Innovación y Universidades (Project TIN2017-85179-C3-2-R)
Junta de Castilla y León (Project VA257P18 (CASSUALearn)
Junta de Castilla y León (Project VA257P18 (CASSUALearn)
Version del Editor
Propietario de los Derechos
© 2020 Springer
Idioma
eng
Tipo de versión
info:eu-repo/semantics/acceptedVersion
Derechos
openAccess
Aparece en las colecciones
Arquivos deste item
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