Repository | Book | Chapter

179513

(2019) Information literacy in everyday life, Dordrecht, Springer.

Gaming for multiliteracies

video games in a case study with primary school students to enhance information, visual and media literacies

Eduardo Cruz-Palacios , Miguel Ángel Marzal García-Quismondo

pp. 411-421

Objectives: The aims of this study were to evaluate the effectiveness of video games when learning multiliteracies competences, study how to use video games on educational contexts, carry through a program with primary school students, and draw recommendations to design similar projects. Methodology: The 21st century competence-based education and pedagogical potential of video games are analyzed from a multiliteracies perspective. A program aimed at primary school students for the learning of information, media and visual literacies competences was designed. Video games were used as digital objects, context, environment and media. Learning outcomes were measured by analyzing the tests and activities undertaken. Outcomes: Video games are effective didactic materials in increasing student motivation to learn, understand complex ideas, and engage in projects. This program has helped students develop their information, media, and visual literacies. Recommendations to design and develop similar projects are given in terms of organizing pedagogical activities, suggesting the use of blogs and wikis, and managing digital repositories destined to learning objects in which video games are considered didactic materials.

Publication details

DOI: 10.1007/978-3-030-13472-3_39

Full citation:

Cruz-Palacios, E. , Marzal García-Quismondo, M. �. (2019)., Gaming for multiliteracies: video games in a case study with primary school students to enhance information, visual and media literacies, in S. Kurbanolu, J. Boustany, E. Grassian, D. Mizrachi & L. Roy (eds.), Information literacy in everyday life, Dordrecht, Springer, pp. 411-421.

This document is unfortunately not available for download at the moment.