Usos educativos del videojuego: claves para padres y educadores

Ludoliteracy, knowing how to play, being able to understand the meanings and uses of videogames and how to create them, becomes essential if you want to fully exercise citizenship in a society in which videogames are practically ubiquitous. In the field of education, ludoliteracy should be considere...

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Detalles Bibliográficos
Autor: García Martín, Ruth
Tipo de recurso: capítulo de libro
Fecha de publicación:2021
País:España
Institución:Universidad de Castilla-La Mancha
Repositorio:RUIdeRA. Repositorio Institucional de la UCLM
OAI Identifier:oai:ruidera.uclm.es:10578/45607
Acceso en línea:https://hdl.handle.net/10578/45607
Access Level:acceso abierto
Palabra clave:Alfabetización mediática lúdica
Aprendizaje basado en Juegos
Game-Based Learning
Gamificación
Gamification
Juegos serios
Ludoliteracy
Serious Games
Videogames
Videojuegos
Descripción
Sumario:Ludoliteracy, knowing how to play, being able to understand the meanings and uses of videogames and how to create them, becomes essential if you want to fully exercise citizenship in a society in which videogames are practically ubiquitous. In the field of education, ludoliteracy should be considered a prerequisite for the correct use of videogames in the classroom, although in most cases they are used as pedagogical support tools, with both the Game-Based Learning, using Serious Games or by applying a gamified system, but not as an object of study per se. This chapter offers the main keys for parents and teachers to have a solid introduction to the implications that the education-videogames binomial has today.