Gender, Education, and Video Games

Gender, Education, and Video Games

Anna Escofet Roig, Ma José Rubio Hurtado
Copyright: © 2006 |Pages: 5
DOI: 10.4018/978-1-59140-815-4.ch105
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Abstract

The scope of this article is to analyze educational multimedia games from a gender perspective. Our society is changing, moving toward information and communication technologies (Castells, 1997). Schools are not exempt of this change and computers in the classroom begin to be common. This new learning tool needs to be critically evaluated by teachers. The gender construction in the world representations offered by educational multimedia should also be evaluated.

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