The pedagogical concept of laboratory and videogames: learning by having fun
15 jul 2016
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Publicado en línea: 15 jul 2016
Páginas: 38 - 43
DOI: https://doi.org/10.1515/rem-2016-0005
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© 2016
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.
There are numerous pedagogues who look at new media with interest (Maragliano 2003; Rivoltella 2006;), paying attention also to the world of computer games and, particularly, to the so-called field of edutainment. The educational, cognitive and metacognitive implications of the sophisticated technology devices involved and their characteristics of creativity, socialisation, practicality and engagement, already recognised by experts in the field, qualify these devices to be considered interesting tools for playing and laboratory learning. They should be used to support the traditional didactic and educational activities in order to outline a new idea of laboratory and school.