Edutainment and Educaplay in the course “Video Game Industry and Trends”
Keywords:
edutainment, video games, toolsAbstract
Thanks to the so-called "edutainment", the prestige of academic uses for video games has increased. In fact, a growing number of teachers are using video games in their courses as a motivational resource for learning. In the course "Industry and trends of the video game", of the degree of Audiovisual Communication of the University of Malaga, students were asked to make a "serious game" or educational video game, taking as reference the course notes and having the freedom to choose the game they wanted, as well as freedom of choice regarding the topic. Once the activity was delivered, and always through the campus, the thirteen students were asked to answer a questionnaire. The activity of setting up an edutainment application with Educaplay in general terms has been a success, since it has increased the students’ motivation and helped with their learning, while introducing them to a new study tool through which they can configure countless video games to play and study at the same time.
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References
Camino, M. J., (2011, 11 noviembre). Actividades interactivas con Educaplay. Educ@conTIC – El uso de las TIC en el aula. http://www.educacontic.es/blog/actividades-interactivas-con-Educaplay
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Huesca, G., y Noguez, J. (2011). Ambientes edutainment: Manteniendo el balance entre educación y entretenimiento. In Casanova Cardiel, H. (Ed.), Memoria del XI Congreso Nacional de Investigación Educativa. Consejo Mexicano de Investigación Educativa. http://www.comie.org.mx/congreso/memoriaelectronica/v11/docs/area_07/2471.pdf
López Raventós, C. (2016). El videojuego como herramienta educativa. Posibilidades y problemáticas acerca de los serious games. Apertura, Revista de Innovación Educativa, 8(1). http://www.scielo.org.mx/pdf/apertura/v8n1/2007-1094-apertura-8-01-00010.pdf
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