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Video games are now a widespread cultural practice, especially among young people, making them an ideal medium for the design of learning processes. In order to design educational technologies that provide teaching support we must first understand the practices developed by the young with computers and especially with video games. The aim of the present study is therefore to learn about the experience and expectations about video games among students, particularly engineering students. The results are going to be considered in the design of educational technologies based on interactive virtual environments that mediate the learning processes, particularly in physics course of engineering studies.
Articles accepted for publication will be licensed under the Creative Commons BY-NC-SA. Authors must sign a non-exclusive distribution agreement after article acceptance.
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1666-6038 (Online)
1666-6046 (Print)