La cultura Maker en las dinámicas de construcción colaborativa de los videojugadores online. Caso de estudio «Gumiparty»

  1. Francisco Ignacio Revuelta Domínguez 1
  2. Jorge Guerra Antequera 1
  1. 1 Universidad de Extremadura
    info

    Universidad de Extremadura

    Badajoz, España

    ROR https://ror.org/0174shg90

Aldizkaria:
RELATEC: Revista Latinoamericana de Tecnología Educativa

ISSN: 1695-288X

Argitalpen urtea: 2019

Alea: 18

Zenbakia: 2

Orrialdeak: 171-188

Mota: Artikulua

DOI: 10.17398/1695-288X.18.2.171 DIALNET GOOGLE SCHOLAR

Beste argitalpen batzuk: RELATEC: Revista Latinoamericana de Tecnología Educativa

Laburpena

In the context of the Research Project «Learning ecologies in multiple contexts:analysis of expanded education projects and conformation of citizenship (EDU2014- 51961-P)» from «Nodo Educativo» Research Group, a case study is presented which aims tohighlight which are the learning strategies of social component in creation spaces similar tothe maker culture from the use of online videogames. For this, a qualitative study wasdesigned and the case study method was selected. We selected 21 participants of theGumiparty event. The oral interview was used as a technique for collecting information. Theanalysis of the data was done through the constant comparison method and for this weused the software Nvivo version 11. We analyzed categories related to the possibilities ofcreation and social transformation of the maker movement and applied to the community ofgamers of the event. It was observed how the gamers create a dynamic community thatsupports the individual learning of its members and converts them into prosumers ofcontent related to videogames. It is concluded that the maker culture offers an educationalmodel with a series of practices that can be taken to the conventional classroom for thedevelopment of connected and deep learning

Erreferentzia bibliografikoak

  • Anderson, C. (2012). Makers: the new industrial revolution. New York: Grown Business
  • Ceccaroni, L. y Piera, J. (2017). Analyzing the role of citizen science in modern research. Hershey: Information Science Reference.
  • Dougherty, D. (2016). Free to make: how the maker movement is changing our schools, our jobs, and our minds. Recuperado a partir de http://samples.overdrive.com/?crid=777c2933-2eb7-49f1-a61f-ee75cb0c4e7b&.epub-sample.overdrive.com
  • Glaser B. (1992) Basics of Grounded Theory Analysis. Mill Valley: Sociology Press.
  • Glaser, B. y Strauss, A. (1967). The discovery of grounded theory: strategies for qualitative research. New York: Aldine Publishing Company
  • Guerra, J. & Revuelta, F. I. (2015). Videojuegos precursores de emociones positivas: propuesta metodológica con Minecraft en el aula hospitalaria. IJERI: International Journal of Educational Research and Innovation, (3), 105-120.
  • Hagel, J., Brown, J., y Davison, L. (2010). From Do It Yourself to Do It Together. Recuperado a partir de https://hbr.org/2010/02/from-do-it-yourself-to-do-it-t.html
  • Hatch, M. (2014). The maker movement manifesto: rules for innovation in the new world of crafters, hackers, and tinkerers. New York: McGraw-Hill Education.
  • Martínez, M. (2016). ¿Por qué tienen tanta aceptación los espacios Maker entre los jóvenes? Cuadernos de Investigación En Juventud, 1(1). https://doi.org/10.22400/cij.1.e003
  • Martinez, S. y Stager, G. (2013). Invent to learn: Making, tinkering, and engineering in the classroom. Torrance: Constructing Modern Knowledge Press.
  • Merriam, S. (1988). Case study research in education: a qualitative approach (1st ed.). San Francisco: Jossey-Bass.
  • Niemeyer, D., y Gerber, H. (2015). Maker culture and Minecraft: implications for the future of learning. Educational Media International, 52(3), 216-226. https://doi.org/10.1080/09523987.2015.1075103
  • Nieto, M. (2016). La nueva tendencia tecnológica se llama “movimiento maker.” El país. Recuperado a partir de http://tecnologia.elpais.com/tecnologia/2016/09/22/actualidad/1474560262_851948.html
  • Polaino-Lorente, A. (2011). La cultura del instante. Revista Abril, 116. Recuperado a partir de http://www.arbil.org/116inst.htm
  • Revuelta, F. I., & Guerra, J. (2012). ¿Qué aprendo con videojuegos? Una perspectiva de meta-aprendizaje del videojugador. Revista de Educación a Distancia (RED), 33.
  • Rifkin, J. (2011). La tercera revolución industrial. Barcelona: Paidós.
  • Simons, H. (2011). Estudio de caso: teoría y práctica. Madrid: Morata.
  • Strauss, A. y Corbin, J. (2002). Bases de la investigación cualitativa. Técnicas y procedimientos para desarrollar la teoría fundamentada. Colombia: Universidad de Antioquia.
  • Tessler, C., Givony, S., Zahavy, T., Mankowitz, D. y Mannor, S. (2017). A Deep Hierarchical Approach to Lifelong Learning in Minecraft. Proceedings of the Thirty-First AAAI Conference on Artificial Intelligence (AAAI-17). Recuperado a partir de https://aaai.org/ocs/index.php/AAAI/AAAI17/paper/download/14630/13950
  • Toffler, A. (1986). La tercera ola. Barcelona: Orbis.
  • Zavalloni, G. (2011). La pedagogía del caracol: por una escuela lenta y no violenta. Barcelona: Graó