| Code: | E514 | Acronym: | VJQSE |
| Active? | Yes |
| Responsible unit: | Education Sciences |
| Course/CS Responsible: | First degree in Educational Sciences |
This course promotes a first contact and reflection on the educational uses of video games. More specifically it will: a) introduce video games as educational tools; b) reflect on its uses and main known impacts (both positive and negative); c) Explore the potential of using and developing video games to an educational approach to civic and social issues.
a. to recognize educational applications of video games and some of the already existing supporting tools;
b. to get to know different dimensions important when analyzing video games and construct a framework to do so;
c. to apply the built framework and to reflect on the design of educational contexts and rich educational experiences focusing on social and civic issues and which integrate video games.
1. Video games, use and impacts: what are video games, different types and categorizations; habits of use; the experience of engagement, positive and negative impacts reported in literature;
2. Video games in education: uses of games in educational contexts - a pedagogical approach; exploring different aspects to observe in serious games;
3. Using video games in an educational approach to civic and social issues: educational understandings of civic and social issues; contributions of games and digital - what they bring of new and the opportunities open through development; analyzing different video games in practice;
4. Critique, limits and possible futures in this line of work and research.
Dialogue, debate, group work, guided research and practical experimentation.
| designation | Weight (%) |
|---|---|
| Participação presencial | 0,00 |
| Trabalho escrito | 100,00 |
| Total: | 100,00 |
The assessment in this course will be conducted based on an individual written assignment in which students analyse a video game (selected from a set) by applying in a reflexive manner the framework developed during the semester (this includes a reflection on the framework, a critical observation of what works and not and what should be changed). It must also include a sketch of how that video game could be integrated in a relevant educational experience. (máx 10 pages).