English   español  
Please use this identifier to cite or link to this item: http://hdl.handle.net/10261/178975
logo share SHARE   Add this article to your Mendeley library MendeleyBASE

Visualizar otros formatos: MARC | Dublin Core | RDF | ORE | MODS | METS | DIDL | DATACITE
Exportar a otros formatos:


Gaming for multiliteracies: video games in a case study with primary school students to enhance information, visual and media literacies

AuthorsCruz-Palacios, Eduardo ; Marzal García-Quismondo, Miguel Ángel
Competence education
Information literacy
Visual literacy
Media literacy
Video games
Issue DateMar-2019
CitationInformation Literacy in Everyday Life: 411-421 (2019)
SeriesCommunications in Computer and Information Science
Abstract[Objectives] The aims of this study were to evaluate the effectiveness of video games when learning multiliteracies competences, study how to use video games on educational contexts, carry through a program with primary school students, and draw recommendations to design similar projects.
[Methodology] The 21st century competence-based education and pedagogical potential of video games are analyzed from a multiliteracies perspective. A program aimed at primary school students for the learning of information, media and visual literacies competences was designed. Video games were used as digital objects, context, environment and media. Learning outcomes were measured by analyzing the tests and activities undertaken.
[Outcomes] Video games are effective didactic materials in increasing student motivation to learn, understand complex ideas, and engage in projects. This program has helped students develop their information, media, and visual literacies. Recommendations to design and develop similar projects are given in terms of organizing pedagogical activities, suggesting the use of blogs and wikis, and managing digital repositories destined to learning objects in which video games are considered didactic materials.
DescriptionPaper presented at the 6th edition of European Conference on Information Literacy (2018) in Oulu (Finland) that took place in september 24-27th in 2018. It belongs to one of the revised selected papers that were published as the book Information Literacy in Everyday Life by Springer.
Publisher version (URL)https://doi.org/10.1007/978-3-030-13472-3
Appears in Collections:(URICI) Libros y partes de libros
Files in This Item:
File Description SizeFormat 
ECIL2018_presentacion_cruz_gaming.pdfPresentación / Presentation2,4 MBAdobe PDFThumbnail
cruz_gaming_ECIL_2018.pdfAccepted version (Postprint)450,46 kBAdobe PDFThumbnail
Show full item record
Review this work

WARNING: Items in Digital.CSIC are protected by copyright, with all rights reserved, unless otherwise indicated.