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

  1. José Luis Saorín Pérez
  2. Cecile Meier
  3. Jorge de la Torre Cantero
  4. Dámari Melián Díaz
  5. David Rivero Trujillo
Journal:
Education in the knowledge society (EKS)

ISSN: 2444-8729

Year of publication: 2015

Volume: 16

Issue: 2

Pages: 129-140

Type: Article

Export: RIS
DOI: 10.14201/eks2015162129140 DIALNET GOOGLE SCHOLAR lock_openOpen access editor
Author's full text: lockOpen access editor

Metrics

Cited by

  • Dialnet Métricas Cited by: 2 (17-09-2021)

SCImago Journal Rank

  • Year 2015
  • SJR Journal Impact: 0.173
  • Best Quartile: Q4
  • Area: Education Quartile: Q4 Rank in area: 823/1310

CIRC

  • Social Sciences: C

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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