Aviso: para depositar documentos, por favor, inicia sesión e identifícate con tu cuenta de correo institucional de la UCM con el botón MI CUENTA UCM. No emplees la opción AUTENTICACIÓN CON CONTRASEÑA
 

Can educational video games increase high school students' interest in theatre?

dc.contributor.authorTorrente, Javier
dc.contributor.authorManero Iglesias, José Borja
dc.contributor.authorSerrano Laguna, Ángel
dc.contributor.authorMartínez Ortiz, Iván
dc.contributor.authorFernández Manjón, Baltasar
dc.date.accessioned2024-04-03T18:07:13Z
dc.date.available2024-04-03T18:07:13Z
dc.date.issued2015-01-15
dc.description.abstractThe value of educational video games in education is undeniable and the benefits of using video games in classroom instruction have been proved by many researchers. Nevertheless, these benefits have not been proved sufficiently for some domains, such as artistic disciplines. In this paper we explore the effects of an educational video game on high school students' interest towards classical theatre. The game covers the story of “The Foolish Lady” (La Dama Boba) based on the homonymous classic theatre play by Spanish playwright Lope de Vega. A mixed experimental design was followed, whereby researchers conducted pre-tests and post-tests to estimate the effect of playing the video game on student interest (within-subjects factor) towards theatre. We also measured changes in linguistic knowledge and knowledge about the play. The experiment was carried out with 754 students from 8 different schools in the Madrid region in Spain, divided into experimental group and two control groups. With the objective of improving the comparative power of the study, two control groups were used: (1) traditional teaching with the usual teacher and, (2) as the best educative case we could implement, teaching with a professional actor who had played the male protagonist of the theatre play. The experimental group played the video game. Results show that the video game was more effective in incrementing students' interest in theatre than the traditional class, but slightly less effective than the class with the actor. On the other hand, game and teacher approaches obtained similar results in the improvement of students' knowledge about the play's plot and some linguistic concepts. These results open up a new horizon in using video games as motivators in different artistic domains.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.doi10.1016/j.compedu.2015.06.006
dc.identifier.issn0360-1315
dc.identifier.urihttps://hdl.handle.net/20.500.14352/102673
dc.journal.titleCOMPUTERS & EDUCATION
dc.language.isoeng
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.keywordSerious games
dc.subject.keywordTheatre learning
dc.subject.keywordMedia in education
dc.subject.keywordEducational games
dc.subject.keywordDigital humanities
dc.subject.ucmInformática (Informática)
dc.subject.unesco3304 Tecnología de Los Ordenadores
dc.titleCan educational video games increase high school students' interest in theatre?
dc.typejournal article
dspace.entity.typePublication
relation.isAuthorOfPublication0e709211-9a4b-47f4-90a8-0397add3b32a
relation.isAuthorOfPublication49bbbd31-8019-4345-ba3e-3576e52a0efa
relation.isAuthorOfPublicationdea963b6-c09b-4f13-a535-76661dab0d5d
relation.isAuthorOfPublication7aa3aa1c-0f71-4c2f-8f82-275aa14354b1
relation.isAuthorOfPublication.latestForDiscovery0e709211-9a4b-47f4-90a8-0397add3b32a

Download

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
1-s2.0-S0360131515300014-main.pdf
Size:
654.18 KB
Format:
Adobe Portable Document Format

Collections