An approach to the virtual education of video-games

Abstract

Could a platform, as videogames, that requires the active participation of users, be helpful to develop a broader participation attitude? Is it possible to acquire social skills and attitudes for participation through videogames? Any of these questions have a simple answer; this article discusses several reflection points trying to guess how this new scenario of digital gaming affects teenagers.
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Sádaba, C., & Naval, C. (2008). An approach to the virtual education of video-games. Education in The Knowledge Society, 9(3), 167–183. https://doi.org/10.14201/eks.16796

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