Desarrollo de habilidades de alfabetización a través de los videojuegos deportivos

  1. Castillo Fernández, Héctor del
  2. Herrero Martínez, David
Buch:
Actas II Congreso Internacional Sociedad Digital: espacios para la interactividad y la inmersión
  1. García García, Francisco (dir. congr.)
  2. Gértrudix Barrio, Manuel (coord.)
  3. Gértrudix Barrio, Felipe (coord.)

Verlag: Icono 14 Asociación Científica

ISBN: 978-84-939077-5-4

Datum der Publikation: 2011

Ausgabe: 1

Seiten: 276-289

Kongress: Congreso Internacional Sociedad Digital (2. 2011. Madrid)

Art: Konferenz-Beitrag

Zusammenfassung

In this paper we analyze how sports video games can become a relevant artifact for the development and improvement of cognitive skills by teenagers. Both sport and games have an important role in the lives of children and teenagers: as active participants or spectators, the interest of both activities plays an important role in their leisure. Sport video games provide a setting that combines different aspects of game and sport as the entertainment, the physical, the psychological boost and the competition & collaboration (Wolf, 2003). The analysis that concerns us is focused on the ethnography (Pink, 2006). We worked with a Secondary School teacher in the field of Physical Education inside the classroom developing an innovative educational setting by using video games as an educational tool. In this context, we use team-sports video games to join real and virtual sports in the classroom setting, thus contributing to the development of cognitive skills that allow teens to actively reflect on the relationship between game content and contexts of everyday activity (Gee, 2008). One of the interesting features presented by the sports games is that it combines two types of rules simultaneously: on the one hand, the rules of the game, related to the options provided by the game (controls, different kind of competition, etc.). On the other hand, the sport's own rules that appear in the game, related to the sport itself, in this case basketball (ball possession time, goaltending, three-seconds rule, etc.). The conclusions of this paper, we show how the analysis of the rules of the game, allows teens to develop new comprehension skills that enable them to master the different multimedia resources available to you in everyday life (Jenkins, 2006).