SciELO - Scientific Electronic Library Online

 
 número98Diseño de videojuego como terapia de juego para niños con AspergerVideojuegos para la participación ciudadana índice de autoresíndice de assuntospesquisa de artigos
Home Pagelista alfabética de periódicos  

Serviços Personalizados

Journal

Artigo

Indicadores

  • Não possue artigos citadosCitado por SciELO

Links relacionados

  • Não possue artigos similaresSimilares em SciELO

Compartilhar


Cuadernos del Centro de Estudios en Diseño y Comunicación. Ensayos

versão On-line ISSN 1853-3523

Resumo

QUESNEL ALVAREZ, Jacinto. Game Jams como experiencia de aprendizaje para artes y diseño. Cuad. Cent. Estud. Diseñ. Comun., Ensayos [online]. 2021, n.98, pp.121-130.  Epub 15-Out-2021. ISSN 1853-3523.  http://dx.doi.org/10.18682/cdc.vi98.3977.

With the digitalization and evolution of tools, processes and means of expression in the professional task of the arts and design, the need to take advantage of new competences emerges. In this document, in addition to theoretically substantiating this need, the possibilities of the Game Jams and other activities related to the creation of video games for that purpose are explored. Based on the participant observation of a case, the mentioned phenomenon, its play, its antecedents and its repercussions are studied. It builds a useful representation of the internal logic of the creation of games and their learning process, not only in terms of digital literacy aspects (when it comes to video games), but also around the symbolic representation and human link necessary to designers, artists and creatives in general.

Palavras-chave : Games; Video Games; Ludoliteracy; Pedagogy; Situated Learning; Specialized Didactics; Game Jam..

        · resumo em Português | Espanhol     · texto em Espanhol     · Espanhol ( pdf )