Los videojuegos para la enseñanza del Arte Monumental. Estudio de caso
- Javier Martín-Antón 1
- Aránzazu Valdés-González 1
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1
Universidad de Oviedo
info
Publisher: REDINE (Red de Investigación e Innovación Educativa)
ISBN: 978-84-126060-0-3
Year of publication: 2023
Pages: 175-180
Congress: Congreso Internacional Virtual en Investigación e Innovación Educativa CIVINEDU (7. 2023. Madrid)
Type: Conference paper
Abstract
Video games are perceived as entertainment products. However, they can be used in an educational context. The Assassin’s Creed franchise is an example of this. Through video games, student interest can be piqued by the characters, historical, social, and artistic events depicted in these games. To achieve this, the educator must be familiar with the game to determine whether the characters, places, and events are real or recreated. Otherwise, there’s a risk of contributing to a less rigorous form of learning. This work presents partial results from a study focused on Assassin’s Creed: Unity. The objective of this research is to provide educators with guidelines on how to analyze a video game and, thus, use it appropriately in the classroom