Abstract

There has been significant development in educational games, especially with serious games and digital game-based learning in the past decade. Of particular interest is the potential that serious games have for engaging learning experiences. Recent advances include theoretical developments, the creation of game-based learning environments for a broad range of curricula, and the emergence of technically advanced game-based learning environments for both education and training. But still we need more principles of design-based research and design-experiment methodologies. In this paper we present an experience of co-creation carried out by a multidisciplinary group of researchers in collaboration with primary teachers from Barcelona (Spain) to develop a digital game to work on primary education-oriented competencies. We designed a co-creation design game based on action research methodology. The serious game called Ferran Alsina was created as a facilitator for a new teaching methodology and is focused on to work with basic, methodological and specific skills for elementary students, 8-11 year-old children.

Highlights

  • There has been significant development in educational games, especially with serious games and digital game-based learning in the past decade

  • In this paper we present an experience of co-creation carried out by a multidisciplinary group of researchers in collaboration with primary teachers from Barcelona (Spain) to develop a digital game to work on primary education-oriented competencies

  • We designed a co-creation design game based on action research methodology

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Summary

Action research as a game design methodology for a serious game

De particular interés son las posibilidades que proporcionan este tipo de juegos para involucrar a los estudiantes en la experiencia de aprendizaje. Los avances recientes incluyen desde desarrollos teóricos hasta la creación de juegos digitales para una amplia gama de planes de estudios o la aparición de entornos de aprendizaje basados en juegos tanto para la educación formal como para la formación de personas. En este artículo presentamos una experiencia llevada a cabo por un grupo multidisciplinario de investigadores en colaboración con profesores de primaria de la ciudad de Barcelona, España, para desarrollar un juego digital que permite trabajar competencias de educación orientadas a estudiantes de primaria. El juego llamado Ferran Alsina se creó como un facilitador de una nueva metodología de enseñanza y se centra en trabajar con competencias básicas, metodológicas y específicas para niños de primaria, con edades entre los 8 y 11 años de edad. Palabras clave: juego educativo; metodología; investigación-acción; educación primaria; participación del profesor

Serious Games
Cocreación y diseño
LA EXPERIENCIA
Sociabilidad Hedonismo Usabilidad
EL RESULTADO DE LA EXPERIENCIA
VALORACIÓN DE LA EXPERIENCIA
REFERENCIAS BIBLIOGRÁFICAS
DIRECCIÓN DEL AUTOR
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