Guía para el uso de videojuegos en un aula de Filosofía
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2016
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26/07/2016
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Abstract
En este trabajo se trata de construir una guía para el uso didáctico en las asignaturas de Filosofía de distintos aspectos del mundo de los videojuegos. Para este fin se ofrece un glosario de terminología, una clasificación de distintos géneros de videojuegos una guía de actividades didácticas que sigue el modelo de gamificación y el desarrollo y aclaración de cinco aspectos de los videojuegos de interés filosófico que cumplen con un criterio de suficiente generalidad como para abarcar distintos géneros de videojuegos y un criterio de no obsolescencia que permita un interés renovado por los juegos que sean objeto de la actividad. Estos cinco aspectos son : sistemas de karma , árboles tecnológicos, lore, lógica e igualdad.
In this paper we try to construct a guide for the didactic use in the subjects of philosophy of different aspects of the world of videogames. To this end, we give a glossary of terminology, a classification of different genres of video games, a guide to didactic activities followed by the gamification model, and the development and clarification of five aspects of video games of philosophical interest that meet a criterion of sufficient generality as to cover different genres of video games and a criterion of nonobsolescence that allows a renewed interest in the games that are the object of the activity. These five aspects are: systems of karma , technological trees, lore, logic and equality.
In this paper we try to construct a guide for the didactic use in the subjects of philosophy of different aspects of the world of videogames. To this end, we give a glossary of terminology, a classification of different genres of video games, a guide to didactic activities followed by the gamification model, and the development and clarification of five aspects of video games of philosophical interest that meet a criterion of sufficient generality as to cover different genres of video games and a criterion of nonobsolescence that allows a renewed interest in the games that are the object of the activity. These five aspects are: systems of karma , technological trees, lore, logic and equality.