Videojuegos basados en contextos históricos

  1. Ana Marqués Ibáñez 1
  1. 1 Universidad de La Laguna
    info

    Universidad de La Laguna

    San Cristobal de La Laguna, España

    ROR https://ror.org/01r9z8p25

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: 467-484

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

Type: Conference paper

Abstract

Video games are an emerging resource in the educational field, where they can be used not only for play purposes, but also as a useful aid in the teaching-learning process. There are video games that fall into the category of science fiction which boast very detailed and high quality scenery and designs.Developing a proposal for learning through educational video games (serious games), specifically history-based video games, can provide students with a stimulating tool to discover both local and international history. The ever-expanding video game industry is being increasingly applied in schools with the specific aim of delivering high-quality successful learning. Therefore, we will conduct a research analysis of a number of currently available history-based video games, focusing on aspects, such as setting, characters and types of video game. We will present the guidelines of the 2016 Horizon Report which dictates the regulations for the implementation of technology in schools. Project-based learning will be implemented to ensure that the contents and messages provided by the video games are suitable for the university context. The objectives will be to provide students with new technological tools to stimulate their interest in learning subjects such as history. Finally, the conclusions will be to research the suitability of history-based video games for the design of new educational proposals.