Percepción de habilidades docentes a través de las emociones mediante el uso de videojuegos de temática social

  1. Guerra Antequera, Jorge 1
  2. Pedrera Rodriguez, María Inmaculada 1
  3. Revuelta Dominguez, Francisco Ignacio 1
  1. 1 Universidad de Extremadura

    Universidad de Extremadura

    Badajoz, España



ISSN: 2254-0059

Year of publication: 2018

Issue Title: Bases neuro-educativas y socio-emocionales para trabajar con videojuegos en contextos de aprendizaje; V-IX

Volume: 7

Issue: 2

Pages: 57-77

Type: Article

DOI: 10.21071/EDMETIC.V7I2.10950 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

More publications in: EDMETIC


The consideration of play as an educational tool is a constant in human culture. Currently, the essence of the game is the same, but the formats have changed to make it happen. Within this framework, videogames are born, which have undergone a vertiginous evolution and have been considered in recent years as educational elements through the Digital Game Based Learning. Emotions have also been taken into account as elements of learning processes linked to a series of attributes and skills identified with teaching. The research carried out on a sample( n=31) deals with the identification of learning attributes and teaching skills and the treatment of emotions through the analysis of videogames with social themes. Videogames are This War of Mine, Papers, please! and Unmanned. The information gathering techniques have been observation and interview. Using these techniques, gamers must identify what emotions, attributes and skills they are ableto experience and/or develop while playing. The results obtained show that the subjects investigated perceive the seemotions and are affected for the achievement or development of the teaching attributes and skills. By way of conclusion, it can be pointed out that the analysis of the videogames was effective and emotional responses were found to actions developed in the game, as well as outstanding learning for the 21st century teacher present in the three videogames.

Bibliographic References

  • BARR, M. (2017). Video games can develop graduate skills in higher education students: A randomised trial. Computers & Education, 113, 86-97.
  • BISQUERRA, R., & PUNSET, E. (2015). Universo de emociones. Valencia: PalauGea.
  • BRUNING, R. H., SCHRAW, G. J., & Norby, M. M. (2011). Cognitive psychology and instruction (5th ed). Boston: Pearson.
  • DONDLINGER, M. J. (2007). Educational video game design: A review of the literature. Journal of applied educational technology, 4(1), 21-31.
  • GEE, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20.
  • GERSTEIN, J. (2015). The Other 21st Century Skills: Educator Self-Assessment. Recuperado de
  • GUERRA, J., & REVUELTA, F. I. (2016). Análisis del conocimiento del código PEGI en la formación inicial del profesorado. RELATEC – Revista Latinoamericana de Tecnología Educativa, 15(1), 87–96.
  • KLIMMT, C., HARTMANN, T., & FREY, A. (2007). Effectance and Control as Determinants of Video Game Enjoyment. CyberPsychology & Behavior, 10(6), 845-848.
  • MCGONIGAL, J. (2011). Reality is broken: why games make us better and how they can change the world. New York: Penguin Group.
  • MÍNGUEZ, A., & FUENTES, M. (2004). Cómo hacer una investigación social. Valencia: Tirant lo blanch.
  • PEDRERA RODRÍGUEZ, M. I. & GONZÁLEZ PÉREZ, A. (2017). Percepción del profesorado en formación inicial sobre la aplicación de un instrumento para evaluar el desarrollo de habilidades con juegos en línea. Revista LifePlay, (6).
  • REVUELTA, F. I., & GUERRA, J. (2012). ¿Qué aprendo con videojuegos? Una perspectiva de meta-aprendizaje del videojugador. Revista de Educación a Distancia, (33).
  • SHANBARI, H., & ISSA, R. R. A. (2018). Use of video games to enhance construction management education. International Journal of Construction Management, 1-16.
  • SQUIRE, K. D. (2008). Video games and education: Designing learning systems for an interactive age. Educational Technology, 48(2), 17.
  • TOST, G., & BOIRA, O. (2015). Vida extra: los videojuegos como no los has visto nunca. Barcelona: Grijalbo.