Services on Demand
Journal
Article
Indicators
- Cited by SciELO
- Access statistics
Related links
- Cited by Google
- Similars in SciELO
- Similars in Google
Share
Zona Próxima
On-line version ISSN 2145-9444
Abstract
ACUNA AGUDELO, MARÍA PIEDAD; BARRAGAN GOMEZ, JOHANN and TRIANA ARCHILA, DEIBY ALEJANDRO. Créate your strategy, video game to enhance creativity in children at an early age. Zona prox. [online]. 2020, n.32, pp.31-40. Epub May 20, 2021. ISSN 2145-9444. https://doi.org/10.14482/zp.32.370.152.
The research project in the strict sense was carried out at the Autonomous University of Bucaramanga (UNAB). The problem in the school makes it possible to highlight the need to assume that technology has modified the way of dealing with many disciplines, but there has not been a radical change in teaching methods and programs. The purpose was to design a video game as a didactic strategy to promote creativity in children of early age. Descriptive research was used in the development of the work, under a qualitative approach. The following steps were carried out for the elaboration of the video game: development of the interface, location of the menu to access the game directly or the instructions to take into account to participate in it, configuration of the controls, joysticks, design of the virtual world in which the videogame was developed, selection of the duration of the videogame, elaboration of the procedure of interaction with the videogame and instructions. All this led to the question How does interaction with video games as a didactic strategy promote creativity in children at an early age? Among the results are the review of the state of the art of instruments to evaluate the development of creativity in initial age; the design of video games as a didactic strategy to promote creativity in children in initial age, the evaluation of existing video games in the medium to identify differentiating elements in relation to their use as a didactic strategy and the evaluation of the viability of the video game designed as a didactic strategy to promote creativity. Among the conclusions it is mentioned that children and young people look for more entertainment, they play more and more, not only on consoles or computers, but also on mobile phones and tablets, managing to turn individual experiences into creative social experiences.
Keywords : creativity; education; teaching strategy; early childhood; video game.