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GAMESTAR(T): An ARSGAMES Project
Abstract
There is a distinct tendency to integrate technology into the classroom, but in practice the introduction of the ICT in education is not producing the expected effects. We are confronted with the second digital divide, which consists in the dissociation of the students from the technologies introduced in the educational sphere that do not match their actual technological environment. GAMESTAR(T) has been developed in this context as an ARSGAMES project, which, taking into account the potentialities of video games for education and socialization, proposes a series of weekly meetings that include assembly meetings for decision-making about the club’s rules, activities, and materials, thematic courses related to specific domains of knowledge, and the club’s sessions, in which children play, assisted by monitors, in an atmosphere of critical and collective reflection. In the following, the authors examine how the club developed, which methodology was used, what problems were encountered, and the solutions applied.
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