Modelo para la integración de procesos educativos en una aventura gráfica

  1. Medina-Medina, Nuria 1
  2. Paderewski, Patricia 1
  3. Padilla-Zea, Natalia 2
  4. López-Arcos, Rafael 1
  5. Gutierrez Vela, Francisco 1
  1. 1 Universidad de Granada
    info

    Universidad de Granada

    Granada, España

    ROR https://ror.org/04njjy449

  2. 2 Universidad Internacional de La Rioja
    info

    Universidad Internacional de La Rioja

    Logroño, España

    ROR https://ror.org/029gnnp81

Revista:
Campus Virtuales

ISSN: 2255-1514

Año de publicación: 2018

Volumen: 7

Número: 1

Páginas: 33-50

Tipo: Artículo

Otras publicaciones en: Campus Virtuales

Resumen

La aventura gráfica es un género de videojuego que expone de forma controlada un conjunto de desafíos, requiriendo para su resolución capacidad exploratoria, de predicción y toma de decisiones. Laestructura dinámica de su fuerte componente narrativa favorece la motivación del lector/jugador a quien se le exige un papel muy activo y, en consecuencia, su utilidad educativa ha sido explotada casi desde sus orígenes.Con objeto de asistir el uso educativo de la aventura gráfica dentro de un enfoque basado en competencias, se define un modelo conceptual que estructura los elementos de la aventura en torno a cinco componentes: competencias educativas, narrativa, retos, proceso de juego y proceso educativo. Como caso de uso, la aventura gráfica “Urano” instancia dicho modelo, permitiendo soportar y evaluar lalectura comprensiva en alumnos de segundo y tercer ciclo de primaria de acuerdo al sistema educativo español. De este modo, a medida que el jugador resuelve retos lúdicos, la aventura “Urano” gestiona la adquisición de las competencias educativas implicadas y genera informes de evaluación cuya utilidad educativa está siendo analizada, junto a otros aspectos, en una experiencia en la que participan varios colegios de la ciudad de Granada, y algunos de cuyos resultados preliminares se discuten en este trabajo.   

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