THE INCLUSION OF THE COMMERCIAL DIGITAL GAME SPIDER-MAN IN PEDAGOGICAL STRATEGIES FOR ELEMENTARY EDUCATION WITH THE USE OF LEARNING ECOSYSTEMS
DOI:
https://doi.org/10.56238/arev7n4-171Keywords:
Pedagogical Strategies, Learning Ecosystem, Marvel Spider-Man gameAbstract
The expansion of technology has had a great impact on various social spheres, including education. Whether through digital platforms, applications or digital games. And in the scenario of digital games, it is clear that they have caused major changes in the behavior of the population, from economic to cultural habits. This ranges from playing on your cell phone while waiting for public transport, to the way teachers teach their classes. In this context, the present research aims to think about the use of commercial games as learning facilitators, considering their multidisciplinary articulation through a learning ecosystem. From this, the following question is presented as problematic: how can the commercial digital game of Spider-Man be used as a learning facilitator when thinking about its multidisciplinary articulation through a learning ecosystem? As a methodology, an exploratory qualitative approach is used. The study presents a conceptual discussion about education through experience, learning ecosystems and digital games as a pedagogical strategy (PE) within a learning ecosystem. In addition, an analysis of the Spider-Man game is carried out according to what is proposed in the National Common Curricular Base (BNCC). In the conclusions, the potential of the present study and what is possible to think about in future studies are presented, as well as a reflection on the analysis framework presented and how to use it in future investigations.
