Serious Games para la adquisición de competencias profesionales para el desarrollo social y comunitario

  1. Fernández Sánchez, María Rosa
  2. Sierra-Daza , María Caridad
  3. Valverde-Berrocoso, Jesús 1
  1. 1 Universidad de Extremadura
    info

    Universidad de Extremadura

    Badajoz, España

    ROR https://ror.org/0174shg90

Journal:
Prisma Social: revista de investigación social

ISSN: 1989-3469

Year of publication: 2020

Issue Title: Juegos y Gamificación para el Desarrollo Social y Comunitario

Issue: 30

Pages: 141-160

Type: Article

More publications in: Prisma Social: revista de investigación social

Abstract

Training in professional skills is a complex process that requires the design of learning activities for understanding through the construction of meanings. The acquisition of skills, knowledge and attitudes for the professional activity of social educators can be more effective using gamified teaching-learning environments enriched with emerging technologies, such as Serious Games (SG). These educational simulations promote motivation, the application of knowledge and the understanding of social phenomena through active learning. The objective of this research is to assess the use of SG for the development of competences associated with the profession of Social Educator (social awareness and community development). Through a qualitative methodology, work sessions with SG were developed with three groups of university students of the Degree in Social Education (N = 73). Observation data from sessions and student records in digital portfolios were analyzed. The effectiveness of the SG in the acquisition of professional competences and the educational potential of these simulations were evidenced: improvement of understanding, problem solving skills, promotion of creativity, recognition of emotions and decision making.

Bibliographic References

  • Abt, C. A. (1970). Serious games. New York: Viking.
  • Almeida, F. (2017). Experience with entrepreneurship learning using serious games. Cypriot Journal of Educational Science, 12(2), 69-80.
  • Almedia, F. & Simoes, J. (2019). The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm. Contemporary Educational Technology, 10(2), 120-136. hpps://doi.org/10.30935/cet.554469
  • Alonso, D., y Navazo, P. (2019). Juegos y simulaciones en la educación actual. Revista Prisma Social, 25, 537-548. Recuperado de https://revistaprismasocial.es/article/view/2702
  • Baškarada, S. (2014). Qualitative Case Study Guidelines. The Qualitative Report, 19(40), 1-18. Retrieved from: https://nsuworks.nova.edu/tqr/vol19/iss40/3
  • Bodnar, C. A., Anastasio, D., Enszer, J. A., & Burkey, D. D. (2016). Engineers at play: Games as teaching tools for undergraduate engineering students. Journal of Engineering Education, 105(1), 147-200. https://doi.org/10.1002/jee.20106
  • Connolly, T.M., Boyle, E.A., Boyle, J.M., MacArthur, E., & Hainey, T. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. https://doi.org/10.1016/j.compedu.2012.03.004
  • Crookall, D. (2010). Serious games, debriefing, and simulation/faming as a discipline. Simulation and Gaming, 41(6), 898-920. https://doi.org/10.1177/1046878110390784
  • Dorneles, S.A., da Costa, C.A. & Rigo, S.J. (2015). Model for Ubiquitous Serious Games Development Focused on Problem Based Learning.12th International Conference on Cognition and Exploratory Learning in Digital Age (CELDA 2015), (12th, Maynooth, Greater Dublin, Ireland, Oct 24-26, 2015.
  • Erhel, S., & Jamet, E. (2019). Improving instructions in educational computer games: Exploring the relations between goal specificity, flow experience and learning outcomes. Computers in Human Behavior, 91, 106-114. https://doi.org/10.1016/j.chb.2018.09.020
  • Fokides, E., Atsikpasi, P., Kaimara, P. & Deliyannis, I. (2019). Let players evaluate serious games. Design and validation of the Serious Games Evaluation Scale. ICGA Journal, 41(3), 116-137. https://doi.org/10.3233/ICG-190111
  • Hersh, M. & Leporini, B. (2018). Serious games, education and inclusion for disabled
  • people. British Journal of Educational Technology, 49(4), 587–595. https://doi.org/10.1111/bjet.12650
  • Garris, R., Ahlers, R. & Driskell, J. E. (2002). Games, motivation and learning: A Research and Practice Model. Simulation & Gaming, 33(4). https://doi.org/10.1177/1046878102238607
  • Goldberg, B. & Cannon-Bowers, J. (2015). Feedback source modality effects on training outcomes in a serious game: Pedagogical agents make a difference. Computers in Human Behavior, 52, 1-11. https://doi.org/10.1016/j.chb.2015.05.008
  • Hallinger, P., Wang, R., Chatpinyakoop, C., Nguyen, V. & Nguyen, U. (2020). A bibliometric review of research on simulations and serious games used in educating for sustainability. Journal of Cleaner Production, 256. https://doi.org/10.1016/j.jclepro.2020.120358
  • Kolb, D. A., Boyatzis, R. E., & Mainemelis, C. (2000). Experiential learning theory: Previous research and newdirections. In R. J. Sternberg & L. F. Zhang (Eds.), Perspectives on cognitive, learning, and thinking styles (pp. 227-247). Mahwah, NJ: Lawrence Erlbaum.
  • Lamb, R. L., Annetta, L., Firestone, J., & Etopio, E. (2018). A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations. Computers in Human Behavior, 80, 158-167. https://doi.org/10.1016/j.chb.2017.10.040
  • Lara, F. (2013). Videojuegos para el cambio social. Revista Mexicana de Bachillerato a Distancia, 5 (9), 112-124. http://dx.doi.org/10.22201/cuaed.20074751e.2013.9.43895
  • Mouaheb, H., Fahli, A., Moussetad, M., Eljamali, S. (2012). The serious game: what educational benefits?. Procedia - Social and Behavioral Sciences, 46, 5502-5508. https://doi.org/10.1016/j.sbspro.2012.06.465
  • Nazry, N., Nazrina, M. & Romano, D.M. (2017). Mood and learning in navigation-based serious games. Computers in Human Behavior, 73, 596–604. http://dx.doi.org/10.1016/j.chb.2017.03.040
  • Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12. https://doi.org/10.1016/j.compedu.2008.06.004
  • Paredes, G. (2018). Los serious games como herramientas educo-informativas para el diseño de la conciencia social. En A. Torres-Toukoumidis y L.M. Romero-Rodríguez (Eds.). Gamificación en Iberoamérica. Experiencias desde la comunicación y la educación (pp. 303-327). Quito, Ecuador: Editorial Universitaria Abya-Yala.
  • Ravyse, W.S., Blignaut, A.S., Leendertz, V. & Woolne, A. (2016). Success factors for serious games to enhance learning: a systematic review. Virtual Reality, 21, 31–58. https://doi.org.10.1007/s10055-016-0298-4
  • Shi, Y. & Shih, J. (2015). Game factors and game-based learning design model. International Journal of Computer Games Technology, 1, 1-11. https://doi.org/10.1155/2015/549684
  • Valverde, J., y Fernández, M. R. (2013). «Serious Games» para el aprendizaje en Red. En F. I. Revuelta Domínguez, y G. A. Esnaola Horacek (coords.). Videojuegos en redes sociales: Perspectivas del "edutainment" y la pedagogía lúdica en el aula (pp. 177-191). Barcelona: Laertes.
  • Wasl, A.E.J. (2011). Learning Our Way to Sustainability. Journal of Education for Sustainable Development, 5(2). https://doi.org/10.1177/097340821100500208
  • Yin, R.K. (2003). Case Study Research: Design and Methods. Thousand Oaks, California: Sage.
  • Zhonggen, Y. (2019). A Meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, 1, 1-8. https://doi.org/10.1155/2019/4797032