Strategy Video Games: Some Principles for Teaching

In order to investigate the reasons that motivate students to play with strategy video games, an analysis of the observed discourse and practices of fifteen Chilean high school students during collective gaming sessions was conducted. By means of an ethno-methodological analysis, we preceded to...

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Autor principal: Garrido Miranda, José Miguel
Formato: Online
Lenguaje:spa
Publicado: REDIE es una publicación del Instituto de Investigación y Desarrollo Educativo (IIDE). 2013
Acceso en línea:https://redie.uabc.mx/index.php/redie/article/view/330
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spelling redie-article-3302020-12-14T19:34:58Z Strategy Video Games: Some Principles for Teaching Videojuegos de estrategia: algunos principios para la enseñanza Garrido Miranda, José Miguel Video Game pedagogical use of technologies influence of technology. Videojuegos usos pedagógicos de las tecnologías influencia de la Tecnología. In order to investigate the reasons that motivate students to play with strategy video games, an analysis of the observed discourse and practices of fifteen Chilean high school students during collective gaming sessions was conducted. By means of an ethno-methodological analysis, we preceded to identify and saturate emerging categories to determine the interests that impel these students to play. The findings, seen from a pedagogical perspective, suggest that the feeling of being part of a scene, solving increasingly complex situations and positively assessing the uncertainty produced by interaction with this type of environment, can become guiding elements for improving the design of teaching situations supported by the use of digital technologies in the classroom. Con el fin de investigar las razones que motivan a los estudiantes a jugar con videojuegos de estrategia, se realizó un análisis al discurso y a las prácticas observadas de 15 estudiantes de educación secundaria chilenos durante sesiones de juego sostenidas de manera colectiva. A través de un análisis de tipo etnometodológico, se identificaron y saturaron categorías emergentes para establecer los intereses que movilizan a estos estudiantes a jugar. Los hallazgos obtenidos, vistos desde una óptica pedagógica, permiten concluir que el sentirse parte de un escenario, resolver situaciones cada vez más complejas y valorar positivamente la incertidumbre que produce la interacción con este tipo de ambientes, pueden transformarse en elementos orientadores para mejorar el diseño de situaciones de enseñanza apoyadas por el uso de tecnologías digitales en la sala de clases. REDIE es una publicación del Instituto de Investigación y Desarrollo Educativo (IIDE). 2013-04-30 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion text/html application/pdf https://redie.uabc.mx/index.php/redie/article/view/330 Revista Electrónica de Investigación Educativa; Vol. 15 No. 1 (2013) Revista Electrónica de Investigación Educativa; Vol. 15 Núm. 1 (2013) 1607-4041 spa https://redie.uabc.mx/index.php/redie/article/view/330/516 https://redie.uabc.mx/index.php/redie/article/view/330/515 Derechos de autor 2019 Revista Electrónica de Investigación Educativa
institution REDIE
collection OJS
language spa
format Online
author Garrido Miranda, José Miguel
spellingShingle Garrido Miranda, José Miguel
Strategy Video Games: Some Principles for Teaching
author_facet Garrido Miranda, José Miguel
author_sort Garrido Miranda, José Miguel
title Strategy Video Games: Some Principles for Teaching
title_short Strategy Video Games: Some Principles for Teaching
title_full Strategy Video Games: Some Principles for Teaching
title_fullStr Strategy Video Games: Some Principles for Teaching
title_full_unstemmed Strategy Video Games: Some Principles for Teaching
title_sort strategy video games: some principles for teaching
description In order to investigate the reasons that motivate students to play with strategy video games, an analysis of the observed discourse and practices of fifteen Chilean high school students during collective gaming sessions was conducted. By means of an ethno-methodological analysis, we preceded to identify and saturate emerging categories to determine the interests that impel these students to play. The findings, seen from a pedagogical perspective, suggest that the feeling of being part of a scene, solving increasingly complex situations and positively assessing the uncertainty produced by interaction with this type of environment, can become guiding elements for improving the design of teaching situations supported by the use of digital technologies in the classroom.
publisher REDIE es una publicación del Instituto de Investigación y Desarrollo Educativo (IIDE).
publishDate 2013
url https://redie.uabc.mx/index.php/redie/article/view/330
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