Measuring the impact of an educational project mediated byindie games on students' personal, social and learning tolearn competence: work in progress
Evidence suggests that this potential is greater with games made by small, independent studios (Oceja 2024).Indie games, known for their creativity and the artistic freedom of their developers (Juul 2009), provide rich opportunities for learning and developing European key competence 5 (personal, social, and learning to learn). Competence-Based Approach in the European ContextThe European Commission (2005) offered a foundational definition of key competences, stating: Key competences represent a transferable, multifunctional package of knowledge, skills and attitudes that all individuals need for personal fulfilment and development, inclusion and employment (p.6).After some changes in terminology, the Council Recommendation of May 22, 2018, proposed eight key competences essential for lifelong learning and curriculum design across member states.
Authors
- Raquel Palomera (ORCID: https://orcid.org/0000-0002-6009-6927)
- Jorge Oceja (ORCID: https://orcid.org/0000-0003-2377-9523)
Institutions
- Universidad de Cantabria (ES)
- Demos (US)
- Universitat de les Illes Balears (ES)
Publication Details
- Published
- 2025-06-16
- DOI
- https://doi.org/10.26503/dl.v2025i3.2651
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- Agencia Estatal de Investigación