@inproceedings{02c74890487d4db2b8a273894d66c970,
title = "Videogames, motivation and history of peru: Designing an educational game about mariano melgar",
abstract = "The use of video games as pedagogical tools that can be used within the classroom has been an initiative that has been in use for a few years with special emphasis since 2000. Therefore, using methodologies and tools that motivate students is an interest of the educational field. However, it is important to delve into the benefits of video games as educational materials that can motivate students. In addition, the motivation within a video game entails that the student can not only remember the facts and characters, but also that they have the initiative to ask or know more about it, which is extremely useful for active learning. This study aims to design a video game that improves students{\textquoteright} motivation on the history of Peru. The game focuses on the historical figure of Mariano Melgar, hero forerunner of the independence.",
keywords = "Educational videogames, Human factors",
author = "Ricardo Navarro and Claudia Zapata and Vanessa Vega and Enrique Chiroque",
note = "Publisher Copyright: {\textcopyright} 2019, Springer International Publishing AG, part of Springer Nature.; AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, 2018 ; Conference date: 21-07-2018 Through 25-07-2018",
year = "2019",
doi = "10.1007/978-3-319-94619-1_28",
language = "English",
isbn = "9783319946184",
series = "Advances in Intelligent Systems and Computing",
publisher = "Springer Verlag",
pages = "283--293",
editor = "Ahram, {Tareq Z.}",
booktitle = "Advances in Human Factors in Wearable Technologies and Game Design - Proceedings of the AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, 2018",
}