The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations

dc.contributor.authorGonzalez-Riojo, Manuel
dc.contributor.authorEl-Yamri, Meriem
dc.contributor.authorRomero Hernández, Alejandro
dc.contributor.authorManero Iglesias, José Borja
dc.date.accessioned2024-01-25T15:54:24Z
dc.date.available2024-01-25T15:54:24Z
dc.date.issued2022
dc.description.abstractThe performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees to performances of Spanish dance -an art form that is highly valued throughout the world. In a generation marked by technological advancements, the only way for classic performing arts to reach young audiences - or digital natives – is to speak the same language they use with new technologies. This paper presents a study in collaboration with the Spanish National Dance Company, carried out with 877 students (aged from 9 to 12) from 12 different schools in the community of Madrid, Spain. We designed a two-phase experiment. In the first phase, we separated the students into 3 groups: students who played a videogame called “Dancing a Treasure,” those who received a workshop from professional dancers, and a control group. In the second phase that took place two weeks later, the participants attended to a real show of Spanish dance, and we studied how the previous educational approaches affected to the students increase of interest after the show. The experiment demonstrated that the videogame was, at least, as effective in increment interest about dance in younger generations as a workshop taught by expert dance professionals. Thus, in terms of scalability, the videogame is a better option because it can be applied with the same results to larger groups with no additional cost.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.urihttps://hdl.handle.net/20.500.14352/95534
dc.issue.number4
dc.journal.titleEducational technology & society
dc.language.isoeng
dc.page.final69
dc.page.initial56
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/RTI2018-096401-A-I00/ES/COMUNICACION EFECTIVA PARA PROFESORADO DE SECUNDARIA MEDIANTE REALIDAD VIRTUAL/
dc.rights.accessRightsopen access
dc.subject.ucmInformática (Informática)
dc.subject.unesco1203.17 Informática
dc.titleThe Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations
dc.typejournal article
dc.type.hasVersionAM
dc.volume.number25
dspace.entity.typePublication
relation.isAuthorOfPublication32828fad-26cb-4919-a993-8cb836db4ad4
relation.isAuthorOfPublication0e709211-9a4b-47f4-90a8-0397add3b32a
relation.isAuthorOfPublication.latestForDiscovery32828fad-26cb-4919-a993-8cb836db4ad4
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