Juegos en tabletas digitales como introducción al modelado y la impresión 3D

  1. José Luis SAORIN
  2. Cecile MEIER
  3. Jorge DE LA TORRE-CANTERO
  4. Dámari MELIAN-DIAZ
  5. David RIVERO-TRUJILLO
Journal:
Education in the knowledge society (EKS)

ISSN: 2444-8729 1138-9737

Year of publication: 2015

Volume: 16

Issue: 2

Pages: 129-140

Type: Article

DOI: 10.14201/EKS2015162129140 DIALNET GOOGLE SCHOLAR lock_openOpen access editor

More publications in: Education in the knowledge society (EKS)

Metrics

Cited by

  • Dialnet Métricas Cited by: 3 (03-03-2024)
  • Web of Science Cited by: 3 (19-12-2023)
  • Dimensions Cited by: 2 (19-01-2024)

Índice Dialnet de Revistas

  • Year 2015
  • Journal Impact: 0.320
  • Field: EDUCACIÓN Quartile: C2 Rank in field: 57/228

CIRC

  • Social Sciences: B

Dimensions

(Data updated as of 19-01-2024)
  • Total citations: 2
  • Recent citations (2 years): 1
  • Field Citation Ratio (FCR): 0.46

Abstract

Currently, one of the most direct ways children access to digital technology is through games. This aspect is usually not considered in educational settings in the acquisition of Basic Skills. However, there are international reports assessing the potential of video games as an educational resource. Since 2006, the Horizon Report includes educational video games as a technology impact on teaching, learning and creative expression in education environments. In the 2012 Report, Digital Tablets are considered as one of the technologies most likely to be in widespread use in education in the short term. On the other hand, there are studies linking student interest in careers in science, art and technology to the premature use of 3D modeling tools or 3D printing. In this article, we want to value two applications, Blokify and Pottery, available for digital tablets, which work like games that introduce students to the three-dimensional digital modeling and printing.

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