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Comunicar Journal 79: Metaversal and Transhumanist Ecologies: Perspectives for Digital Reculturization (Vol. 32 - 2024)

The Educational Potential of Video Games: Its Evaluation Through a Rubric

https://doi.org/10.58262/V33279.6

José-Pablo García-Mejía

Agustín De-La-Herrán

Abstract

Video games are a widespread leisure resource associated with entertainment, relaxation and escape through play. The research questions its educational potential. The aim of the study is to provide a rubric capable of evaluating the educational potential of any video game. There is no record of a comparable tool applicable to any video game. A qualitative and phenomenographic methodology was chosen. Forty-two interviews were conducted with teachers and experts from the video game industry. From the theoretical review and the analysis of the testimonies, we obtained as a result the ECV 5* (“Educational Classification of Video games 5*”) tool. The most relevant conclusion was that the educational potential of a video game is evaluable and transferable information. Thus, the ECV 5* can serve as a reference for the design and consumption of the resource, as well as for a better discernment of how far a video game can go in the education of a person. Its practical intention is to provide the data of its educational value in an easy and intuitive way: from 0 to 5 stars. It could be a way for users, educators, companies and society in general to be more aware of the educational potential of any video game, for its design, use, purchase and sale, selection, etc.

Keywords

video game, evaluation, digital toolkit, education, consciousness, learning