Pedagogías ciberlúdicas: hacia una metodología poscrítica de los videojuegos como sitios culturales
DOI:
https://doi.org/10.4025/actascieduc.v45i1.65840Palabras clave:
pedagogías ciber-lúdicas; metodologías pos-críticas; videojuegos; aprendizaje digital basado en juegos.Resumen
En este artículo, exploramos las contradicciones en los movimientos desiguales de involucrar los videojuegos en el aprendizaje y el despliegue afectivo del juego como mecanismo estratégico para garantizar el cumplimiento institucional y cívico. Con ese propósito, estamos rastreando los vínculos entre los paradigmas evaluativos positivistas en la erudición del Aprendizaje basado en juegos digitales (DGBL), argumentando que una evaluación lineal de la transmisión del conocimiento no aborda adecuadamente la complejidad de los mundos virtuales y los procesos de aprendizaje que movilizan. Como respuesta, proponemos un marco pedagógico ciberlúdico que incorpora las prácticas y actuaciones de producción de conocimiento de los jugadores en el contexto social más amplio que ocupan, reconociendo su hibridez como experiencias digitales y físicas. Aplicamos este marco a una lectura de estudio de caso de una entrada de vlog realizada como una guía humorística sobre el distanciamiento social al comienzo de la pandemia de COVID-19. Nuestra lectura reconoce la operacionalización de los modos de comunicación del conocimiento como tropos mientras enfatiza proyectos discretos de conciencia de marca, formación de identidad y reclamos de espacio digital. Nuestro análisis del desempeño de vlog de lo que llamamos 'tecnodesviación' sirve para eliminar el exotismo de la desviación en la investigación educativa; problematizar el supuesto de transmisión y representación del conocimiento unidireccional; y centrar el valor pedagógico del juego y los datos de juego que se encuentran en los textos de cultura popular y en el contenido generado por el usuario.
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