The author discusses the educational potential of video games as of February 2014, arguing there is a gap between potential and reality. Research by psychologist Daphne Bavelier, the Massachusetts Institute of Technology (M.I.T.) Education Arcade, and others on games' learning effects is presented. Several games are profiled, including "Never Alone" and "Minecraft." The author concludes that concerns over issues like violence need attention before gaming is accepted as an educational tool.
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