Abstract
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones. Role-playing games as serious games show a remarkable power for improving performance with secondary education students through a research conducted applying Classcraft
Get full access to this article
View all access options for this article.
