Abstract

Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with di fferent characteristics from the real ones. Role-playing games as serious games show a remarkable power for improving performance with secondary education students through a research conducted applying Classcraft® Video Game. The learning process supported by visual learning techniques based on idealized images and fantastic environments can play a powerful multiplier factor of cognitive and attitudinal stimulation in the students. Visual learning includes a reinforcement factor to school motivation by introducing role-playing characters based on the combination of designs where aesthetics and creativity enhances the player and apprentice to boost interactive skills in the learning experience.

Full Text
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