La competencia narrativa en estudiantes de nivel superioranálisis de experiencias videolúdicas y gamificadas

  1. Núñez Pacheco, Rosa
Dirixida por:
  1. José Ignacio Aguaded Gómez Director
  2. Margarita García Candeira Director

Universidade de defensa: Universidad de Huelva

Fecha de defensa: 04 de marzo de 2024

Tipo: Tese

Resumo

Human beings tend to tell stories because they need to express their emotions and ways of understanding reality. Some people are better equipped to do so not only because of their verbal capacity, but also because of the richness of their inner world, their imaginative capacity, their talent, etc., but also because they handle the new resources provided by technology, especially the young people of these new generations. In this research we proposed to analyze the narrative competence of high school students based on playful and gamified experiences. In this sense, the perception and attitudes in the use of gamification and video games in university students were analyzed and evaluated; and the narrative pedagogical experiences based on the use of gamification and video games were analyzed. A scale was also designed and validated to measure the self-perception of the level of macronarrative competence of university students in three dimensions: textual narrative, digital narrative and transmedia narrative.