The maker culture in the dynamics of construction collaborative of online gamers. Case study Gumiparty
DOI:
https://doi.org/10.17398/1695-288X.18.2.171Keywords:
Maker Movement, Case Study, Learning by Discovery, VideogameAbstract
In the context of the Research Project «Learning ecologies in multiple contexts: analysis of expanded education projects and conformation of citizenship (EDU2014- 51961-P)» from «Nodo Educativo» Research Group, a case study is presented which aims to highlight which are the learning strategies of social component in creation spaces similar to the maker culture from the use of online videogames. For this, a qualitative study was designed and the case study method was selected. We selected 21 participants of the Gumiparty event. The oral interview was used as a technique for collecting information. The analysis of the data was done through the constant comparison method and for this we used the software NVivo version 11. We analyzed categories related to the possibilities of creation and social transformation of the maker movement and applied to the community of gamers of the event. It was observed how the gamers create a dynamic community that supports the individual learning of its members and converts them into prosumers of content related to videogames. It is concluded that the maker culture offers an educational model with a series of practices that can be taken to the conventional classroom for the development of connected and deep learning.
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