Gamificación en la enseñanza de teorías antropológicas. Crítica, aprendizaje y el videojuego Civilization

Autores/as

DOI:

https://doi.org/10.3989/dra.2020.016

Palabras clave:

Sid Meier’s Civilization, Teoría antropológica, Videojuegos, España, Juegos serios, Juegos y aprendizaje, Enseñanza antropológica

Resumen


Civilization es considerado a menudo entre las más influyentes series de videojuegos de todos los tiempos. Este trabajo contribuye a una revisión exhaustiva y actualizada de la literatura académica en torno a Civilization, escrita principalmente por historiadores, maestros y desde las ciencias políticas y educativas en EE. UU. Empíricamente, añado al debate una experiencia inédita en un seminario de antropología en Europa, discuto los problemas metodológicos en cuanto al uso de Civilization como una herramienta educativa en cursos de teoría social y analizo ensayos escritos por estudiantes de Grado en España. Comparando la literatura académica con los ensayos de los estudiantes, defiendo una lectura más equilibrada de Civilization, entre la crítica cultural y sus potenciales educativos. En el ámbito de la enseñanza antropológica, considero que el uso de videojuegos para entrenar sensibilidades socio-teóricas podría complementar el énfasis actual en los mundos virtuales y los juegos de rol por un lado, y los tradicionales textos y películas por el otro.

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Publicado

2020-10-28

Cómo citar

Pfeilstetter, R. (2020). Gamificación en la enseñanza de teorías antropológicas. Crítica, aprendizaje y el videojuego Civilization. Disparidades. Revista De Antropología, 75(2), e016. https://doi.org/10.3989/dra.2020.016

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