TY - JOUR
T1 - Key Competences for Lifelong Learning through the “Animal Crossing
T2 - New Horizons” Video Game
AU - Villarejo Carballido, Beatriz
AU - Pulido Rodriguez, Cristina
AU - Tejedor Calvo, Santiago
N1 - This work was supported by the Ministry of Universities of the Government of Spain and the European Union-NextGenerationEU.
PY - 2022/11/13
Y1 - 2022/11/13
N2 - The growth and impact of video games in education at an international level is a reality. Research shows that gamers can increase their knowledge, skills, and behavioural flexibility. However, there has been no in-depth research into the relationship between current video games and the key competences for lifelong learning set out by the European Commission. This research focuses on learning acquisition through playing the popular game “Animal Crossing: New Horizons”. The Communicative Methodology has been used in this research through, on the one hand, use of the Social Impact in Social Media (SISM) method involving the analysis of 1000 comments posted on the social network Twitter and, on the other hand, through communicative inter, sanviews with five gamers and a family member of a user. The results show that the Animal Crossing video game promotes learning achievements regarding literacy, multilingualism, mathematical skills, digital competence, social skills, citizenship, entrepreneurship, and cultural awareness.
AB - The growth and impact of video games in education at an international level is a reality. Research shows that gamers can increase their knowledge, skills, and behavioural flexibility. However, there has been no in-depth research into the relationship between current video games and the key competences for lifelong learning set out by the European Commission. This research focuses on learning acquisition through playing the popular game “Animal Crossing: New Horizons”. The Communicative Methodology has been used in this research through, on the one hand, use of the Social Impact in Social Media (SISM) method involving the analysis of 1000 comments posted on the social network Twitter and, on the other hand, through communicative inter, sanviews with five gamers and a family member of a user. The results show that the Animal Crossing video game promotes learning achievements regarding literacy, multilingualism, mathematical skills, digital competence, social skills, citizenship, entrepreneurship, and cultural awareness.
KW - Animal Crossing
KW - competences
KW - learning
KW - social media
KW - video game
UR - https://www.scopus.com/pages/publications/85149488052
U2 - 10.3390/fi14110329
DO - 10.3390/fi14110329
M3 - Article
SN - 1999-5903
VL - 14
SP - 1
EP - 12
JO - Future Internet
JF - Future Internet
IS - 11
M1 - 329
ER -