Videogames and global citizenship: analysis of the use of Never Alone in an educational context

Main Article Content

Marta Pérez Pereiro
Iria Sobrino Freire
Marta Rodríguez Castro

Videogames have become one of the most popular leisure activities among children and teenagers. Schools have progressively incorporated digital games as a formative complement although teachers and parents still show some resistance to their use in the classroom. This article proposes an analysis model to measure the adaptation of video games to the educational environment from the perspective of global citizenship education, combining methodologies of this current with others specific to the study of video games and applying it to the case of Never Alone. It is concluded that the potential of video games for education in values requires the development of analysis tools and the involvement of teachers and parents.

Keywords
Videogames, ICT in Education, Qualitative analysis, New literacies, Digital culture, Global citizeship education

Article Details

How to Cite
Pérez Pereiro, Marta et al. “Videogames and global citizenship:: analysis of the use of Never Alone in an educational context”. Obra digital: revista de comunicación, no. 22, pp. 15-30, doi:10.25029/od.2022.334.22.