Indie Games for Ethical and Socioemotional Development in Secondary Education

Authors

DOI:

https://doi.org/10.34190/ecgbl.18.1.2672

Keywords:

videoludic literacy, media literacy, video games, game-based learning, civic competence, personal and social competence

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.

Author Biographies

Jorge Oceja, Universitat de les Illes Balears

Jorge has been an elementary and secondary teacher for many years in different countries. He holds a degree in Educational Psychology, a master's degree in Educational Technology (Fulbright Scholarship at California State University), and a Ph.D. in Education Sciences. He has completed academic residencies at University of Minho in Portugal, Aalborg University in Copenhagen, and the Gamification Lab at Leuphana University in Luneburg. Currently, he works  at the University of Cantabria in Santander and collaborates with the Botín Foundation (the biggest private foundation in Spain) on projects related to the educational possibilities of video games. Recently, he has been selected as a Ramón y Cajal senior researcher by the State Research Agency with an appointed position at Universitat de les Illes Balears (Mallorca)

Julia Vilasís-Pamos, Universitat de les Illes Balears

Postdoctoral researcher at Universitat Pompeu Fabra and lecturer at Universitat de les Illes Balears. PhD in Communication from UPF with honors and international mention. Her thesis was awarded a special mention at the Audiovisual Council of Catalonia Awards (CAC) and was a runner-up for the Best Doctoral Thesis written in Catalan (UPF). An expert in independent video games, adolescents, gender, and social class, she is the IP of the European funded project ECOINDIE which tries to work on environmental issues through independent games.

Jesús Salinas, Universitat de les Illes Balears

Chair Professor at Universitat de les Illes Balears. Principal Investigator of the GTE, director of the Interuniversity PhD in Educational Technology and of the Master's Studies in Virtual Environments at UNPA. Director of Edutec-e and Robert deKieffer International Fellowship Award.

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Published

2024-10-07