Motivación y aprendizaje de ciencias sociales en estudiantes de PCPI con un videojuego a través de la pizarra digital. Un estudio de caso

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José Juan Clemente Sánchez
This research raises the possibility of increasing motivation and social sciences learning by using the building and management computer game Pharaoh in the classroom through the digital whiteboard. Integrating a qualitative and quantitative case study (Hamilton & Corbett-Whittier,
2013), two groups of secondary school students with learning disabilities, have given a high degree of conceptual content learning. They also have shown a positive and participatory attitude during a highly rated experience by both the students and the teacher.

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Clemente Sánchez, José Juan. «Motivación y aprendizaje de ciencias sociales en estudiantes de PCPI con un videojuego a través de la pizarra digital. Un estudio de caso». DIM: Didáctica, Innovación y Multimedia, 2014, núm. 30, p. 1-15, http://raco.cat/index.php/DIM/article/view/291523.