El videojuego como herramienta educativa. Un estudio de caso en el Espacio Fundación Telefónica de Madrid
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2024
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15/03/2024
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Universidad Complutense de Madrid
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Abstract
La investigación realizada analiza las actividades, conceptos y metodologías que orbitan alrededor del videojuego y plantea su uso desde las instituciones culturales. Estos, pueden ser una herramienta útil para generar experiencias de aprendizaje significativo, que mantengan y atraigan a un público joven, o un público que habitualmente no visitaría la institución. El contexto en el que se enmarca esta exploración teórica es el de las teorías posthumanistas que abordan la evolución incesante de las nuevas tecnologías y cómo las mismas modifican el comportamiento humano a través de su uso. Así pues, la cantidad de usuarios que dedican su tiempo de ocio al videojuego va en aumento, no solo en número, sino también en edades...
This research analyses the activities, concepts and methodologies that revolve around video games and their use in cultural institutions. These can be a useful tool to generate meaningful learning experiences that maintain and attract a young audience, or an audience that would not normally visit the institution. The context in which this theoretical exploration is framed is that of posthumanist theories that address the incessant evolution of new technologies and how they modify human behavior through their use. Thus, the number of users who dedicate their leisure time to video games is increasing, not only in number but also in age...
This research analyses the activities, concepts and methodologies that revolve around video games and their use in cultural institutions. These can be a useful tool to generate meaningful learning experiences that maintain and attract a young audience, or an audience that would not normally visit the institution. The context in which this theoretical exploration is framed is that of posthumanist theories that address the incessant evolution of new technologies and how they modify human behavior through their use. Thus, the number of users who dedicate their leisure time to video games is increasing, not only in number but also in age...
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Tesis inédita de la Universidad Complutense de Madrid, Facultad de Bellas Artes, leída el 15-03-2024