Indie Games for Ethical and Socioemotional Development in Secondary Education

Video games, particularly those developed in the independent scene, are a form of media with great educational possibilities. This work in progress will be completed in three years and it aims to improve teachers video game literacy and help them implementing activities for ethical and socioemotional development (European key competencies 5 and 6) through indie games. Therefore, through design-based research and mixed-method designs, it aims to achieve three goals: (O1) identify the perception and meaning-making processes that teachers and students have about videogames and learning through video games; (O2) design a measurable training program for teachers around the educational possibilities of indie games and help them implement activities for ethical and socioemotional development; and (O3) evaluate the programs impact based on the indicators of key competencies 5 and 6. The project is in its first phases and it will be developed in the next three years. First, representative samples of each agent will be accessed to analyze their beliefs, types of knowledge, and practical experience in the field. Subsequently, four independent video games that promote key competencies 5 and 6 will be selected, and classroom activities will be designed for each of them. Next, teachers from four high schools in Spain (Cantabria, Baleares, Andalucía and Catalonia) will be trained in the use of the educational resources, and they will be accompanied in its implementation with students. Finally, the programs impact on students will be evaluated based on various psychological variables associated with key competences 5 and 6 (e.g., empathy, emotional identification, civic skills, etc.) as well as the participants perceptions of the experience, enabling the generation of design principles for future iterations and for the programs scalability.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2672
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Indie Games for Ethical and Socioemotional Development in Secondary Education

Jesús Salinas, Jorge Oceja, Júlia Vilasís-Pamos
European Conference on Games Based Learning
Educational Games and Gamification
article

Indie Games for Ethical and Socioemotional Development in Secondary Education

Jesús Salinas, Jorge Oceja, Júlia Vilasís-Pamos
article en

Abstract

Video games, particularly those developed in the independent scene, are a form of media with great educational possibilities. This work in progress will be completed in three years and it aims to improve teachers video game literacy and help them implementing activities for ethical and socioemotional development (European key competencies 5 and 6) through indie games. Therefore, through design-based research and mixed-method designs, it aims to achieve three goals: (O1) identify the perception and meaning-making processes that teachers and students have about videogames and learning through video games; (O2) design a measurable training program for teachers around the educational possibilities of indie games and help them implement activities for ethical and socioemotional development; and (O3) evaluate the programs impact based on the indicators of key competencies 5 and 6. The project is in its first phases and it will be developed in the next three years. First, representative samples of each agent will be accessed to analyze their beliefs, types of knowledge, and practical experience in the field. Subsequently, four independent video games that promote key competencies 5 and 6 will be selected, and classroom activities will be designed for each of them. Next, teachers from four high schools in Spain (Cantabria, Baleares, Andalucía and Catalonia) will be trained in the use of the educational resources, and they will be accompanied in its implementation with students. Finally, the programs impact on students will be evaluated based on various psychological variables associated with key competences 5 and 6 (e.g., empathy, emotional identification, civic skills, etc.) as well as the participants perceptions of the experience, enabling the generation of design principles for future iterations and for the programs scalability.

European Conference on Games Based LearningVol. 18(1)
Fundació Universitat-Empresa de les Illes Balears (ES), Universitat de les Illes Balears (ES)
Quality Education
Openalex Percentile: Top 64%
Educational Games and Gamification
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