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Creation of video games as a cognitive resource in the framework of Participatory Action Research Case Study: The Videogame Miquel Crusafont

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dc.contributor Iberian Conference on Information Systems and Technologies (7a : 2012 : Madrid)
dc.contributor CISTI 2012
dc.contributor Universitat de Vic. Facultat d'Empresa i Comunicació
dc.contributor.author Eguía, José Luis
dc.contributor.author Contreras, Ruth S. (Ruth Sofhía)
dc.contributor.author Solano Albajés, Lluís
dc.date.accessioned 2012-11-23T18:48:56Z
dc.date.available 2012-11-23T18:48:56Z
dc.date.created 2012
dc.date.issued 2012
dc.identifier.uri http://hdl.handle.net/10854/1931
dc.description.abstract The case study described below, is an example of the application of the Participatory Action Research in the use of videogames as cognitive resource. The game Miquel Crusafont (part of the Personatges en Joc collection) was created in the framework of this investigation. ca_ES
dc.format application/pdf
dc.format.extent 6 p. ca_ES
dc.language.iso eng ca_ES
dc.rights Tots els drets reservats ca_ES
dc.subject.other Jocs per ordinador ca_ES
dc.title Creation of video games as a cognitive resource in the framework of Participatory Action Research Case Study: The Videogame Miquel Crusafont ca_ES
dc.type info:eu-repo/semantics/conferenceObject ca_ES
dc.rights.accessRights info:eu-repo/semantics/closedAccess ca_ES

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