Doctoral Programme in Network and Information Technologies
23/03/2023

Author: Ferran Adell Español
Programme: Doctoral Programme in Network and Information Technologies
Language: Catalan
Supervisors: Dr. Javier Melenchón Maldonado & Dr. David Casacuberta Sevilla
Faculty / Institute: Doctoral School UOC
Subjects: Computer Science
Key words: videogame-based learning, gamification, videogames, education, educational method, educational tools

Area of knowledge: Network and Information Technologies

Summary

The use of video games for education has gone through various stages. At first, opinions on video game-based learning (VGBL) were polarized, either generating fervent passion or irrational rejection. Over the years, the perception of the medium as a valuable tool for supporting learning has become predominant among the teaching community. Now, tools, procedures, and methods are needed to help teachers integrate video games into the classroom. The aim of this research has been to propose a method for identifying the educational potential of commercial video games. What makes a video game suitable for educational dynamics? It must be playable for everyone (difficulty), offering creative freedom (ability to make and create), having flexible mechanics (ability to change game rules), generating sufficient immersion for the player (interest and attention), and providing a strong community (resources, support, and learning) These are the characteristics we should look for in a commercial title to ensure that the tool will be effective.