Lo que podemos aprender de los videojuegos sobre la enseñanza y los materiales educativos / What we can learn from the video game on the teaching and educational materials
Keywords:
Tecnología educacional, videojuego, enseñanza, medios electrónicos, material didácticoAbstract
Este ensayo estudia un videojuego comercial con el propósito de reconocer preguntas que puedan formularse también a materiales y juegos educativos. Hemos optado por el análisis de un videojuego particular: World of Goo (WoG) porque, por un lado, muestra características distintivas de los videojuegos como objetos de los nuevos medios (Manovich, 2006) y, por otra parte, se trata de un caso particularmente interesante respecto del modo en que están vinculados los problemas que debe resolver el jugador con los contenidos del juego. El artículo analiza el juego en relación con tres categorías centrales: - Desde el punto de vista del objeto mediático. ¿En qué sentido WoG es un objeto de los nuevos medios? ¿Quiénes lo producen? ¿Cómo se distribuye? ¿Qué características tiene la comunidad en torno a él? - Desde el punto de vista del lenguaje del juego ¿Cuáles son las opciones estéticas? ¿Qué características presenta la interfaz? ¿Qué representaciones predominan? - Desde el punto de vista de los conocimientos necesarios al juego ¿Cuál es el objetivo del juego? ¿Qué problemas se proponen al jugador? ¿Qué conocimientos necesita para resolverlos? ¿De qué manera se lo involucra? ¿Qué ayudas se ofrecen? ¿Cuáles son las estrategias ganadoras? ¿De qué maneras pueden ser descubiertas? Estas categorías plantean preguntas potentes para el estudio de los materiales educativos en general y pistas sobre cómo incluir los videojuegos en la escuela no sólo como medios para enseñar sino como contenidos a trabajar. Abstract: This essay studies a commercial video game in order to identify questions that could also be asked of educational materials and games. For this purpose, we have chosen a specific video game: World of Goo (WoG) because, on one hand, it illustrates distinctive characteristics of video games as a "new media" object (Manovich, 2006), and on the other hand constitutes a particularly interesting case with regards to the way in which the puzzles to the solved by the player are linked to the game's didactic content. The essay's analysis of the game concentrates on three main categories: - As a media object. In which sense is WoG a "new media" object? Who makes it? How is it distributed? What are the characteristics of the community around it? - From the point of view of the game's language. Which aesthetic decision were made by the authors? What are the salient features of the user interface? Which representations predominate? - From the point of view of the knowledge that is essential to playing the game. What is the game's objective? Which puzzles are presented to the player? Which knowledge is needed to solve them? How is the player involved in the game? Which are the hints provided to the player? Which are the winning strategies? How can they be discovered? These categories provide powerful questions for the study of educational materials in general, as well as clues about how video games can be used in school not just as teaching tools but also as didactic content to be studied in itself.Downloads
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