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The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The(More)
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In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize guidelines for(More)
—Given the promising results of massively multiplayer online games (MMOGs) for educational purposes, this paper maps the essential concepts behind MMOGs, into the classroom context. Since the number of students in this context is not massive and play takes place within a single room rather than on the Internet, we have changed the terms " massively " and "(More)
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