The growing relevance of video games in the social landscape requires an in-depth evaluation of the bidirectional influences of these adjacent contexts, among which the educational and cultural contexts stand out. This permeability allows the study of the cultural aspects surrounding the production and use of video games as tools for cultural dissemination. Our research enunciates, recognises, analyses and evaluates the impact of these tools with the aim of being taken into consideration by the scientific community and the general population, who most frequently consume, use and socialise through video games around the world. Based on this, a systematic literature review (SLR) was carried out using the Prisma 2020 Protocol, using the WOS and SCOPUS databases as documentary sources, and the selection of research articles that explore the cultural aspects of video games according to pre-established criteria. The final sample (N = 45) was subjected to a study that posed 12 research questions around which this work is structured. As a result, it is evident that video games have a direct impact on the transmission of culture. Patterns and agents of cultural representation, transmission and communication were identified, allowing researchers to evaluate the impact of video games on culture and to approach this object of study from an academic perspective, helping to open up other lines of research related to the influence of video games on the assimilation of culture, the learning of relevant issues related to it or the transmission of specific cultural elements.
1 January 2023 in Qurriculum. Revista de Teoría, Investigación y Práctica Educativa
This study focuses on the implementation of virtual reality and video games as innovative tools in the training of social educators. The objective is to analyze the integration of these technologies in educational environments and to evaluate the perceptions of future educa- tors. An innovation experience was carried out that incorporated virtual reality and video games in the classes of the Degree in Social Education. The results reveal a high acceptance around the integration of this technology in the study plans and the future daily practice of the social educator.
25 October 2022 in ReiDoCrea: Revista electrónica de investigación Docencia Creativa
Este artículo presenta la metodología LUDEX, un marco innovador y práctico diseñado para evaluar la efectividad de los videojuegos educativos en el contexto de la educación del siglo XXI. El instrumento se estructura en torno a cinco dimensiones clave: Lógica de Aprendizaje, Usabilidad del Aprendizaje, Dinámica de Compromiso, Evaluación del Proceso y Experiencia Social. A diferencia de otros enfoques, LUDEX ofrece una evaluación integral que incorpora criterios de accesibilidad, igualdad de género y alineación con los Objetivos de Desarrollo Sostenible (ODS), como la educación de calidad y la reducción de desigualdades. Diseñado para ser implementado por docentes sin necesidad de conocimientos técnicos avanzados, el instrumento facilita la formación de ciudadanos globales en entornos digitalizados. El proceso de validación se llevó a cabo mediante el método Delphi con la participación de 12 expertos del ámbito académico y profesional. Los resultados del estudio muestran altos niveles de consenso y validez de contenido, alcanzando medias superiores a 3.66 en una escala de 4 puntos y un Alfa de Cronbach global de 0.64, lo que confirma una fiabilidad aceptable para esta fase de validación inicial. Este enfoque asegura que los videojuegos evaluados contribuyan significativamente al desarrollo de competencias clave y funciones ejecutivas en los estudiantes