José-Pablo García-Mejía, Autonomous University of Madrid (Espanha)
Agustín De-La-Herrán, Autonomous University of Madrid (Espanha)
Palavras chave
video game, evaluation, digital toolkit, education, consciousness, learning
Resumo
Video games are a widespread leisure resource associated with entertainment, relaxation and escape through play. The research questions its educational potential. The aim of the study is to provide a rubric capable of evaluating the educational potential of any video game. There is no record of a comparable tool applicable to any video game. A qualitative and phenomenographic methodology was chosen. Forty-two interviews were conducted with teachers and experts from the video game industry. From the theoretical review and the analysis of the testimonies, we obtained as a result the ECV 5* (“Educational Classification of Video games 5*”) tool. The most relevant conclusion was that the educational potential of a video game is evaluable and transferable information. Thus, the ECV 5* can serve as a reference for the design and consumption of the resource, as well as for a better discernment of how far a video game can go in the education of a person. Its practical intention is to provide the data of its educational value in an easy and intuitive way: from 0 to 5 stars. It could be a way for users, educators, companies and society in general to be more aware of the educational potential of any video game, for its design, use, purchase and sale, selection, etc.
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Recebido: 03-07-2023
Revisado: 15-06-2024
Aceite: 15-08-2024
OnlineFirst: 30-09-2024
Data de publicação: 01-10-2024
Tempo de revisão do artigo: 348 dias | Tempo médio de revisão do número 79: 299 dias
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García-Mejía, J., & De-La-Herrán, A. (2024). The Educational Potential of Video Games: Its Evaluation Through a Rubric. [El Potencial Educativo de los Videojuegos: su evaluación a través de una rúbrica]. Comunicar, 79, 59-71. https://doi.org/10.58262/V33279.6