Commercial Video Games in Educational and Multimedia Contexts

被引:0
|
作者
Lacasa, Pilar [1 ]
机构
[1] Univ Alcala, Madrid, Spain
关键词
Commercial videogames; new literacies; real and virtual life; children's games;
D O I
暂无
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
One of the challenges that face us when we try to bring into the classroom commercial materials such as videogames that can be used as educational tools, is to identify appropriate strategies of collaboration with teachers, families and even whole industries. This paper explores how multimedia contexts can be created, in which children turn into active participants in a digital universe in which multiple technologies are present, with the result that videogames are just one of several digital tools. But much more than just the technology needs to be taken into account; we also need to consider the specific content and information embedded in new digital media. This is where the concepts of digital literacies and situated cognition turn out to be particularly interesting, especially when we consider how schools have traditionally worked according to an established curriculum that is very detached from everyday life. The study is based on a qualitative analytical perspective based on narrative and ethnographic approaches. We carried out our research in the course of eleven two-hour sessions of a multimedia workshop in a Spanish public school in which the teacher, children and researchers participated. We worked once a week for eight sessions for about two hours/session. There were 16 boys and girls between seven and eight years of age. Two main results need to be considered. The first tells us that introducing commercial videogames into the classroom was a complex task, and that four different dimensions influence the use of videogames as semiotic and educational instruments in the classroom: a) The educational strategies used by the teacher; b) how videogames can be combined with other new and old technologies; c) the use of PIayStation 2 in the classroom as a well-known motivational tool for the children but unknown and new to the teacher; d) the relationships that children established between real and virtual basketball games. The second result enables us to define several levels of complexity of children's descriptions of their own activities in relation with the game; references to the game's dynamics, considering both material aspects of the console and specific rules of the digital game,are displayed by expert gamers. Our main goal at present is to design digital materials capable of supporting teachers' and families' use of games, and in particular, to reveal the rules that organize their structure, codes and symbolic universe.
引用
收藏
页码:251 / 260
页数:10
相关论文
共 50 条
  • [31] Power Management for Mobile Multimedia: From Audio to Video and Games
    Chakraborty, Samarjit
    Wang, Ye
    [J]. 22ND INTERNATIONAL CONFERENCE ON VLSI DESIGN HELD JOINTLY WITH 8TH INTERNATIONAL CONFERENCE ON EMBEDDED SYSTEMS, PROCEEDINGS, 2009, : 39 - 40
  • [32] A Model for Integrating Human Computing into Commercial Video Games
    Clark, Corey
    Greenberg, Ira
    Ouellette, Myque
    [J]. 2018 IEEE 6TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH '18), 2018,
  • [33] Considerations for the use of commercial video games in controlled experiments
    McMahan, Ryan P.
    Ragan, Eric D.
    Leal, Anamary
    Beaton, Robert J.
    Bowman, Doug A.
    [J]. ENTERTAINMENT COMPUTING, 2011, 2 (01) : 3 - 9
  • [34] The use of commercial video games in rehabilitation: a systematic review
    Bonnechere, Bruno
    Jansen, Bart
    Omelina, Lubos
    Jan, Serge Van Sint
    [J]. INTERNATIONAL JOURNAL OF REHABILITATION RESEARCH, 2016, 39 (04) : 277 - 290
  • [35] Full Formative Assessment based on Educational Video Games
    Cuomo, Salvatore
    Fuccella, Vittorio
    Murano, Aniello
    [J]. 16TH INTERNATIONAL CONFERENCE ON DISTRIBUTED MULTIMEDIA SYSTEMS (DMS 2010), 2010, : 228 - 231
  • [36] Video Games for Children and Adolescents With Special Educational Needs
    Durkin, Kevin
    Boyle, James
    Hunter, Simon
    Conti-Ramsden, Gina
    [J]. ZEITSCHRIFT FUR PSYCHOLOGIE-JOURNAL OF PSYCHOLOGY, 2013, 221 (02): : 79 - 89
  • [37] An Architecture to Design Educational Video Games with Collaborative Activities
    Padilla Zea, N.
    Gutierrez, F. L.
    Medina Medina, N.
    [J]. BULLETIN OF THE TECHNICAL COMMITTEE ON LEARNING TECHNOLOGY, 2010, 12 (01): : 6 - 8
  • [38] Methodology to construct educational video games in software engineering
    Jimenez-Hernandez, Erendira M.
    Oktaba, Hanna
    Diaz-Barriga Arceo, Frida
    Piattini, Mario
    Revillagigedo-Tulais, Alan M.
    Flores-Zarco, Sergio V.
    [J]. 2016 FOURTH INTERNATIONAL CONFERENCE IN SOFTWARE ENGINEERING RESEARCH AND INNOVATION - CONISOFT 2016, 2016, : 110 - 114
  • [39] Designing Educational Video Games to Improve Spatial Learning
    Perez, Boris
    Vera, Fredy H.
    Gonzalez, Denis
    V-Nino, Ely Dannier
    [J]. PROCEEDINGS OF THE 2016 XLII LATIN AMERICAN COMPUTING CONFERENCE (CLEI), 2016,
  • [40] ATTITUDE TOWARD EDUCATIONAL VIDEO GAMES: THE ROLE OF ENGAGEMENT
    Marti-Parreno, J.
    Mendez-Ibanez, E.
    Miquel-Romero, M. J.
    [J]. EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2019, : 5909 - 5913