The Development of Digital Competencies through Video Games
Ver/
Autor
Marín-Díaz, Verónica
Figueroa Flores, Jorge F.
Editor
Sciedu PressFecha
2015Materia
ITCVideo games
Digital competence
METS:
Mostrar el registro METSPREMIS:
Mostrar el registro PREMISMetadatos
Mostrar el registro completo del ítemResumen
Using today's video games in the classroom is beginning to become a reality. It’s perceived as a way to approach
technology from early childhood and drawn as a complement to the curriculum development of the young. This new
perspective is becoming a trend in the mind of the teachers, who are gradually incorporating it into the classroom as a
tool. This article presents the results of an experience carried out with students from elementary school. The overall
objective was to determine whether video games could become an additional tool in curriculum development for
children during this educational stage, as seen from the perspective of future teachers doing initial elementary
education training, and if its integration would determine behavioral patterns towards the development of the
socialization process. A Likert scale questionnaire was constructed in response to an ex post facto research model. The
initial results obtained demonstrated the willingness of the current students enrolled in the education program to
employ video games in their classrooms, after a didactic introduction to the use was given, in addition to confirming
the hypothesis in regards to socialization, pointing which are behavioral modulators, stereotypes and peer group views,
among others aspects