Learning About E-Safety Rules While Playing: Creation of an Interactive Test With CoSpaces Edu

Learning About E-Safety Rules While Playing: Creation of an Interactive Test With CoSpaces Edu

Álvaro Molina Ayuso
ISBN13: 9781799896609|ISBN10: 1799896609|ISBN13 Softcover: 9781799896616|EISBN13: 9781799896623
DOI: 10.4018/978-1-7998-9660-9.ch012
Cite Chapter Cite Chapter

MLA

Molina Ayuso, Álvaro. "Learning About E-Safety Rules While Playing: Creation of an Interactive Test With CoSpaces Edu." Handbook of Research on International Approaches and Practices for Gamifying Mathematics, edited by Cristina A. Huertas-Abril, et al., IGI Global, 2022, pp. 236-257. https://doi.org/10.4018/978-1-7998-9660-9.ch012

APA

Molina Ayuso, Á. (2022). Learning About E-Safety Rules While Playing: Creation of an Interactive Test With CoSpaces Edu. In C. Huertas-Abril, E. Fernández-Ahumada, & N. Adamuz-Povedano (Eds.), Handbook of Research on International Approaches and Practices for Gamifying Mathematics (pp. 236-257). IGI Global. https://doi.org/10.4018/978-1-7998-9660-9.ch012

Chicago

Molina Ayuso, Álvaro. "Learning About E-Safety Rules While Playing: Creation of an Interactive Test With CoSpaces Edu." In Handbook of Research on International Approaches and Practices for Gamifying Mathematics, edited by Cristina A. Huertas-Abril, Elvira Fernández-Ahumada, and Natividad Adamuz-Povedano, 236-257. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-7998-9660-9.ch012

Export Reference

Mendeley
Favorite

Abstract

The development of educational projects in the framework of the Erasmus+ programme offers a very positive scenario for the implementation of STEAM practices. This chapter presents a project included in this programme carried out with secondary school students to learn basic cybersecurity rules and improve their digital literacy, working with the subjects of English and mathematics. To reinforce the learning of the contents and expand this field of literacy, they have created an interactive questionnaire in a virtual reality environment by coding the interaction of all the objects included with a visual programming language thanks to the CoSpaces Edu software. With this, the students have been working on concepts related to computational thinking such as decomposition or the creation of algorithms. This work is an example of how to include computational thinking practices in a transversal way, working in subjects such as mathematics or the learning of a foreign language.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.