Video games and CIT as teaching strategy: Education for safe internet use
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Abstract
This article aims to present the results of the literature review conducted by the Research Team UNE - Fundación Universitaria Los Libertadores, within the re-search project “Strengthening the process of awareness and training in Internet use safe for students of basic secondary and higher education through information technology and communication (ICT) strategies sup-ported in gamification, serious games and interactive comic”. The review tried to identify direct background and references on the use of videogames for learning and other pedagogical approaches facing problems associated with Internet use (cyberbullying, sexting, grooming, child pornography, etc..) for it, began the documentary material tracking of no older than five years, which was revised by the method of analysis sheets, that allowed to show the theoretical framework and methods used by other researchers, and provided input to evaluate the method selected for the purposes of research. Among the most relevant sources, it can be find research by Gonzalez, C. & White, F. (2008), Nu-nez, F. (2012), Aristegui, U. (2013), Alvarez, F. (2007), among others, that are developed along the review, gi-ving important insights in videogames as important strategies in education by the potential of being used as digital storytelling, tool and / or learning environ-ment, whose implementation goes beyond the commer-cial sphere to pedagogy.
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