Video Educational Games from the Perspective of Education for All
DOI:
https://doi.org/10.22519/2145888X.1062Keywords:
Video games, Didactic Sequence, Teaching, Learning, Educational Inclusion.Abstract
This study is part of the macro-project Model for the production of digital educational content for the inclusion of the deaf, ascribed to the National Pedagogical, Didactical and Technological Architecture Program for teacher training in and for diversity, financed by COLCIENCIAS through contract 546-2014. In this project, the video game presented from an educational point of view, showing its advantages and disadvantages as an opportunity to promote learning teaching processes in the deaf population. To this end, a documentary investigation was carried out, a heuristics study on research carried out by experts in the field of education for all and the use of videogames, and a hermeneutic study to synthesize the information in a grid that mentions the different advantages and disadvantages of educational videogames for the child and adolescent population. It also recognizes the need for schools to have an infrastructure and support in hardware and software necessary for the application of educational video game. As a result, a didactic sequence established for the use of educational video games as an educational strategy that contributes to the development of skills and abilities in the teaching and learning process of deaf and hearing people.
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Esta obra está bajo una Licencia Creative Commons Atribución 4.0 Internacional.