Clara Cordero Balcázar
This work focuses its gaze on the video game as a learning resource within the framework of a society that embraces the cultural values of gaming and digital transformation, and grows hand in hand with unstoppable social change. In the first place, it proposes a social theoretical approach to videogames within the family environment as a starting point for the educating society. The gaze is widened to observe the video game from its most contributing face within the citizen community, as a powerful ally to educate, transform and care for the world. In turn, the book analyzes theoretical-practical experiences where videogames play different roles in the classroom ., generating motivation and new ways of learning: Minecraft and collaborative, inclusive and competency-based learning; competitive environments, where the classroom moves to the real world with a transformative purpose; experiences of using the video game that put the students in the role of designers... This text constitutes a great final but open map , which allows visualizing the channels where the video game has a vocation to serve education.
EDU-GAMERS - RECURSOS VIDELÚDICOS PARA UNA SOCIEDAD EDUCADORA
Publishers: #HéroesDePapel (Héroes De Papel)