Identificación de las competencias emocionales desarrolladas al programar videojuegos en la educación superior

  1. Diego Pablo Corsi 1
  2. Francisco Ignacio Revuelta Domínguez 2
  1. 1 Universidad Tecnológica Nacional. Instituto Nacional Superior del Profesorado Técnico
  2. 2 Universidad de Extremadura
    info

    Universidad de Extremadura

    Badajoz, España

    ROR https://ror.org/0174shg90

Book:
De la Idea a la Pantalla: Compendio de Investigaciones sobre juegos serios
  1. Beatriz Legerén Lago (ed. lit.)
  2. Verónica Crespo Pereira (ed. lit.)

Publisher: Universidade de Vigo

ISBN: 978-84-617-5940-8

Year of publication: 2016

Pages: 333-341

Congress: Congreso Internacional de Videojuegos y Educación (4. 2016. Vigo)

Type: Conference paper

Abstract

UTN-INSPT (National Technological University - National Higher Institute for Technical Teachers’ Education, Buenos Aires, Argentina), since 2015 students of the Higher Technician degree in Applied Computing taking the subject Programming II design and program video games, with the purpose of developing both subject specific skills and general skills, i.e. abilities that can be linked with higher-order thinking and emotional intelligence.In this paper, the results of a study conducted using as a tool the TEIQue 1.5 (Trait Emotional Intelligence Questionnaire) will be presented, with the objective of identifying and measuring the emotional skills developed by students who design and program video games in this Higher Education institution. The experience showed the effects that game design and programming have on students, when used to reinforce contents and to learn through experimentation, as well as to develop skills, including emotional ones.