Abstract

Howard Gardner revolutionized the concept of intelligence with his Multiple Intelligences Theory. His vision was widely supported by the educational community, which considers different forms of learning and accessing knowledge. Despite its impact, there is still a lack of development [...]

Abstract

The development of humankind has opened the way to different types of communication being reflected in how we occupy our free time. Today the machines occupy an outstanding place in our life. This situation demands the families´attention as the first social reference to today´s [...]

Abstract

A videogame is a cultural device with its own socializing functions, as stated by most of the media. The high levels of pleasure and enjoyment it gives players make it essential to analyse its potential as an educational tool, more so if there is an awareness of its value as a vehicle [...]

Abstract

This author deals with the attraction of that feeling of terror generated in the media, especially in cinema, and from the perspective of the controlled emotion behind that fear, pleasure and pain. What is the nature of the fear and pleasure the spectator feels? Why is it important [...]

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The approach of this article is centered on the concepts of digital competence and new narrative formats. We aim to apply these dimensions to the videogame «Dragon Age Origins», winner of the 2009 videogame of the year award. Its features - plot, characters and interactivity – [...]

Abstract

From their historical origins games have provided us with dramatic models of the fundamental activities of humankind, such as sowing and harvesting (mancala games), war (chess) and construction (puzzles). However, games based on the same activity change significantly depending on [...]

Abstract

Much has been said and written about media education, its relevance and goals. Beyond directives, resolutions or recommendations, research in this area has deepened the foundations of media education but has also emphasized its weak points or faults. One of these critical points noted [...]

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The aim of this article is to understand the behaviour of Secondary Education students during their leisure time when using some different virtual spaces. We report a study carried out in a Community Centre offering training and leisure services for youngsters. Due to the large number [...]

Abstract

In this paper we reflect on the relationship of games, cognitive development and educational processes during a time of profound technological change. Specifically, we consider the role of videogames in knowledge construction and in children’s education. By studying both the logic [...]

Abstract

In this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions [...]