Videogames and global citizenship:
analysis of the use of Never Alone in an educational context
DOI:
https://doi.org/10.25029/od.2022.334.22Keywords:
Videogames, ICT in Education, Qualitative analysis, New literacies, Digital culture, Global citizeship educationAbstract
Videogames have become one of the most popular leisure activities among children and teenagers. Schools have progressively incorporated digital games as a formative complement although teachers and parents still show some resistance to their use in the classroom. This article proposes an analysis model to measure the adaptation of video games to the educational environment from the perspective of global citizenship education, combining methodologies of this current with others specific to the study of video games and applying it to the case of Never Alone. It is concluded that the potential of video games for education in values requires the development of analysis tools and the involvement of teachers and parents.
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