SciELO - Scientific Electronic Library Online

 
vol.11 número29Exploración del desarrollo de competencia interdisciplinar en formadores de docentes mediante el diseño de proyectos estadísticosDe la seguridad energética en la década de los 70 a una visión sustentable, una revisión de la literatura índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados

Revista

Articulo

Indicadores

Links relacionados

  • No hay artículos similaresSimilares en SciELO

Compartir


Inter disciplina

versión On-line ISSN 2448-5705versión impresa ISSN 2395-969X

Resumen

MALDONADO GONZALEZ, Ana Lucía; ACUNA BUSTAMANTE, Blanca Lilia; PEREZ ARRIAGA, Juan Carlos  y  ACOSTA FLORES, Erick. Identified emotions, reactions, and learnings by young participants on a serious game about environmental education. Inter disciplina [online]. 2023, vol.11, n.29, pp.359-385.  Epub 26-Jun-2023. ISSN 2448-5705.  https://doi.org/10.22201/ceiich.24485705e.2023.29.84495.

This paper presents the results of interdisciplinary research that analyses emotions, reactions, and learnings identified through the game experience with the serious game on environmental education, named Save the Earth. The participants are students of Universidad Veracruzana from the faculties of Statistics and Computer Sciences (FEI, for its initials in Spanish), Visual Arts (FAP), Pedagogy (FP) and the master in learning management (MGA). These are some of the professions involved in educational innovations with information and communication technologies (ICT), such as serious games or educational video games. It is possible that from their professions, they could participate in the design, development, use, and even on the objective to select the most suitable serious game for educational practice. The research was developed in several stages, under an interpretive, constructivist approach. Here we privilege the results obtained of the game experience by exploring it through focus groups and surveys. The participants identify possibilities of environmental learning from the serious game as well as the development of abilities for strategies decisions. They also express feelings of concern and frustration over the current serious environmental damage resulting from human activity and acknowledge the urgency of acting collaboratively as humanity to face and overcome the real environmental and climate crisis.

Palabras llave : serious games; environmental education; game experience; experiential learning; educational video game.

        · resumen en Español     · texto en Español     · Español ( pdf )