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Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players are presented learning objectives with playable goals using different strategies. The authors introduce a prototype intended to include such scenarios in learning flows, partially integrating the learning management system Moodle and BioWare's game Neverwinter Nights. First, the authors analyze the reasons and background that support their proposal. They then provide a description of the motivational and cognitive factors that influence human interaction with video games (especially 3D games) and learning. The implemented prototype is then introduced, taking into account scenarios, roles, environments, and how collaboration is implemented. Finally, the authors present their conclusions.
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Stored only when both papers are in the corpus — 29 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.