Another group of research stresses the influence of the use of videogames in improving students’ strategies and procedures. The interest is not focused on learning a particular subject, but on the ability of the instrument to develop learning in general. One of these studies was by Greenfield (1996) who anal- ysed children between the age of 12 and 16 years, using adventure games most of the time. The main conclusions she reached are the following:
1. Videogames aid the development of strategies for reading three- dimensional images
2. They help to develop learning through observation and hypothesis- testing.
3. They broaden the understanding of scientific simulations.
4. They increase strategies for parallel attention.