GAMIFICATION

GAMIFICATION =

GAME + EDUCATION

Gamification is a learning technique that uses the dynamics of games in education in order to promote knowledge or improve skills, among many other objectives.

Our experience with the young audience has made us change the way we communicate with young people, listen to them and offer them tools from which they can create spaces for dialogue between equals and with teachers.

For this, we have developed a series of attractive digital content that brings the performing arts closer to the youth world, to the 3.0 educational era and to the way of communicating today, using the media, channels and tools that young people use to communicate.

We think that the combination of the digital world and the performing arts cannot give up and be reduced to streaming, as we have seen in the months of lockdown.

If the theater is going to live a new stage in which it has to reinvent itself, at El Aedo Teatro we have found new forms of coexistence within the digital environment, generating new cultural contents that promote the performing arts, not replace it.

Currently, we have four gamified content available:

  • ““FLOUR FISTS, SERIOUSGAME”
  • DEPARTURE POINT
  • PROGRAM ENIGMA ADVENTURE BOOK COLLECTION
  • INTERACTIVE DIDACTIC UNITS

Si quieres saber más sobre GAMIFICACIÓN, sigue leyéndonos aquí.

FLOUR FISTS. A SERIOUS GAME FROM ONE OF OUR PLAYS.

El Aedo Teatro, in its work specialized in young audiences, has given life to a SERIOUS GAME from one of its shows: FLOUR FISTS.

A Serious Game format is proposed in which the player has to step into the skin of a character of his age and face various situations in which the tone of his decisions will mark the outcome of the following phases of the game. An opportunity to work on the values ​​of responsibility for one’s actions and decisions.

The game addresses current social issues, such as new masculinities, being a way of making them understood and promoting the values ​​of respect and tolerance among equals.

As every teacher knows, what is learned in a playful way and in an environment of involvement is assimilated much better than what belongs to the regulated and formal environment, since it is not studied out of obligation but out of curiosity. In this, serious games are a tool of enormous proven value.

What does it mean to be a real man? FLOUR FISTS A new game for a new masculinity.

Unlike gamification (applying game elements to make a task more fun), serious games are built around the specific purpose of teaching skills or helping to create a better understanding of concepts. However, this includes gamification tasks, to make the game more fun.

The first step in creating serious game is understanding the niche of people that serious game is targeting. Age, language, demographics, and experience with technology are very important characteristics to consider prior to development to ensure that an element of “fun” can be applied in meeting user needs.

It is important to take them into account due to the cognitive ability of the user.

serious game nuevas masculinidades
serious game nuevas masculinidades

ARE THERE REALLY PEDAGOGICAL BENEFITS TO SERIOUS GAMES?

INVESTIGATION

  • UN ESTUDIO DE LA UNIVERSIDAD DE SURAKARTA SE ESTRUCTURABA EN 2018 BAJO EL TÍTULO Is there any benefit in serious games?

AUTORES DEL ESTUDIO

  • Endah Sudarmilah
  • Umi FadlilahHeru Supriyono
  • Fatah Yasin Al Irsyadi
  • Yusuf Sulistyo Nugroh
  • Azizah Fatmawati

PUBLICADO EN RESEARCH GATE.

These serious games are intended to help professionals as well as allow users to have fun through real and direct interaction while learning to deal with various real social situations.

 

Video games are common at different age stages. However, today many argue that such games have an adverse effect on children by exposing hostile characters and violence. That in itself depends a lot on the type of game, but anyway …

They are games whose purpose is entertainment: that users enjoy their fun activities.

This “entertainment only” trend is slowly reversing.

It can be seen in the rapid development of serious games that can be used for pedagogical purposes of education, simulation, research etc.

The examples of games are very varied, as well as their purposes:

Games designed for cognitive disorders; for relaxation therapy, for example, games based on psychological assessment / observation scenarios and focused on the problems of children and young people.

The study we mentioned in the window (whose paper was published in Research Gate) explains the benefits of serious games.

It states that serious games:

  • They are a reliable and effective tool when used as a method for social benefit.
  • They facilitate learning to cope with various real social situations.
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