Vídeo Gomes: on Educocionol Art. A Vídeo/udic Proposo/ for the Englísh Clossroom
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2016-06-15
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Jaén: Universidad de Jaén
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[ES] El presente trabajo tiene por objeto demostrar la validez de los videojuegos como material didáctico para la
clase de inglés, así como promover su implementación habitual en educación secundaria. Con este fin,
proyectaremos los contenidos teóricos tratados en la primera parte del trabajo (que aborda los videojuegos en
relación con su historia, géneros, consolas, narrativa, potencial didáctico y ética) en la unidad didáctica -titulada
"Wíthín video games'' - que se propone en la segunda parte. Además, se analizan, en términos cualitativos y
cuantitativos, los resultados de la implementación de tres videojuegos en un contexto real de educación
secundaria. Junto con este trabajo se adjunta un DVD con material adicional (vídeos y encuestas realizadas
entre los alumnos).
[EN] The cummt work is aimed at proving the validity of vid:eo games as teaching aids for the English cl'1ssroom, as well as at fostering their regular Implementatíon in secondary education. To this end, we will project the theoretical contents covered in the first part ofthe work (dealing with video games in terms of histo.ry, genres, consoles, narrative, didactic potentia1· and ethic:s) into the didactic unit -entitled w¡thin video games"- which is proposed in the seeond part . In addition, the results of the implementation of three video games in a real secondary education context are analyzed in qualítat ive and qu,mtitative terms. A DVD with supplementary material (videos and surveys. conducted among students) Ts attached to thfs work.
[EN] The cummt work is aimed at proving the validity of vid:eo games as teaching aids for the English cl'1ssroom, as well as at fostering their regular Implementatíon in secondary education. To this end, we will project the theoretical contents covered in the first part ofthe work (dealing with video games in terms of histo.ry, genres, consoles, narrative, didactic potentia1· and ethic:s) into the didactic unit -entitled w¡thin video games"- which is proposed in the seeond part . In addition, the results of the implementation of three video games in a real secondary education context are analyzed in qualítat ive and qu,mtitative terms. A DVD with supplementary material (videos and surveys. conducted among students) Ts attached to thfs work.
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