Nuevos medios, nuevos entornos educativosel papel de los participantes

  1. García Pernía, María Ruth
  2. Méndez Zaballos, Laura
  3. Cortés Gómez, Sara
Book:
Actas II Congreso Internacional Sociedad Digital: espacios para la interactividad y la inmersión
  1. García García, Francisco (dir. congr.)
  2. Gértrudix Barrio, Manuel (coord.)
  3. Gértrudix Barrio, Felipe (coord.)

Publisher: Icono 14 Asociación Científica

ISBN: 978-84-939077-5-4

Year of publication: 2011

Volume: 2

Pages: 1172-1185

Congress: Congreso Internacional Sociedad Digital (2. 2011. Madrid)

Type: Conference paper

Abstract

The change in the digital age has created new forms of communication. The relationship of the audience with the media, has resulted an active practice on the part of viewers where different languages are combined and where audiovisual productions represent a specific mode of expression. Consume, create, produce and broadcast are the main activities that fill the leisure time of young people. This presentation shows how the use of the media with video games in the classroom, transforming the educational context, making the students not only in recipient of content but also creator, just as in everyday life. The experience shown is part of the project with video games in 2008-2009 at a Secondary School in the Community of Madrid. From an ethnographic perspective, the goal was obligate students to reflect on the possibilities offered by the media and especially video games to learn and communicate with different audiences. The rationale is that these games relate to other digital contributing to introduce classroom digital literacy processes. They started playing the game later to create various multimedia productions which convey a creative, reflective and critical of what they had learned. Speaking multiple languages through audio-visual (photos,music, videos, etc.) developed their messages on their experiences, becoming creators and then sharing it online. The analysis of products generated by students shows that video games offer an important starting point for changes in educational settings by promoting an active and reflective in a digital universe.