Propuesta de la investigación entre el uso del videojuego y las competencias emocionales en edad adulta

  1. Carlos Arias Almendro 1
  2. Francisco Ignacio Revuelta Domínguez 1
  1. 1 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: 408-416

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

Type: Conference paper

Abstract

New technologies and video games are tools that not only contribute to the development of digital competence, but go much further and allow us to carry out the study of emotional competencies, and consequently an integral formation of people. The thesis project presented focuses on the adult population as a lack of studies evidence regarding the relationship of video games and learning in this sector of the population. A case study will be conducted with 250 students of the university degree to obtain a consistent and reliable test that are triangulated TMMS24 and TEIQue instruments allow us to build a model of recognition of emotions through the use of video games in learning contexts