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Games have been considered a promising medium for learning. However, much is unknown about the specific features of digital games that promote learning. An aim of this paper is to provide empirical evidence that may contribute to clarify this issue. A digital game for learning history while walking a historical site is presented. Its aim was solving a riddle by obtaining clues in a virtual gymkhana that forced players to watch and to interact with the historical site. 150 participants (secondary and college students and senior citizens) participated in the study. The role of participants’ prior content knowledge and motivational pattern on learning outcomes was explored. Learning results are described. Implications for the design of learning games will be developed
Margarita Limon, Universidad Autónoma de Madrid
Sebastian Vidal
Carlos García-Saurí, University Autonoma of Madrid