Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game
Abstract
:1. Introduction
1.1. Video Games and Education
1.2. Learning Achievements through Video Games
2. Materials and Methods
2.1. Social Impact in Social Media Methodology Data Collection
2.2. Communicative Interview Data Collection
2.3. SISM and Communicative Interviews Analysis
3. Results
3.1. Social Impact on Social Media Results
3.2. Communicative Interview Results
“The game is all written down and if you want to play you have to read what they are writing. And my daughter, who was learning her letters at school, would look at what was written and say ‘mum, he told me this’, and I would say ‘yes, this’ and she would reply ‘yes, yes’. That’s how she learned to read. She learned very quickly when she was 4 years old”.(Maria)
“I learnt interesting things, for example in the game there is a museum where they explain the prehistoric animals. Also, about the constellations as there is a character that appears and talking to her, she told me a legend of each of the signs of how the zodiacal signs are formed and I didn’t know, and I was fascinated”.(David)
“I have improved my English. For example, I must use English, more than anything else, because even people from Japan also use English, so you speak it. I mean, it’s not the same as at school because it’s a more friendly or more personal communication, so you use English a little bit differently”.(Alicia)
“I don’t usually socialise that much, and this is something that helped me to get out of my bubble a little bit, you know. And I’ve had to play with people who speak English and from so much translating there are things that are rubbing off on me”.(Pablo)
“The house is getting bigger and bigger, and you have to pay and for that, you have to go to the cashier. For this, you must pay, for example, 30 euros for 30 fences and then it starts to be 200 or so fences, etc.”.(Maria)
“When something is missing, people give it to you. Sometimes they are at work, and they connect to give you something and this encourages people to connect with each other. I think it’s one of the least toxic communities I know. People have kindness in giving you things and that cooperativeness… I think it’s very good that you can share”.(Janet)
“You create ordinances for the villagers. There is one that points out that you must keep your island clean, and you must take care of the plants. It is by taking care of the environment and taking good care of your island that you can get between one to five stars for it”.(Alice)
“In the video game, the principle of investment comes up, especially with the turnips, which you can sell from Monday to Saturday. When you sell them, you must know how to sell them to get back what you have invested”.(Janet)
“I needed a type of carpet from India, and I had to contact a person there through a platform. Then I went to their island, and we did an exchange of objects from each culture”.(Daniel)
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Anonymised Code (Interviewees) | Years Old | Sex | Role |
---|---|---|---|
Maria | 43 | Woman | User’s family (minor, 8-year-old) |
Pablo | 20 | Man | User |
Janet | 24 | Woman | User |
Daniel | 16 | Man | User |
Alicia | 40 | Woman | User |
David | 48 | Man | User |
Code | Elements/Category | Definition |
---|---|---|
0 | No validation | The message is not related to the object of study. |
1 | Literacy competence | Ability to identify, understand, express, create, and interpret concepts, feelings, facts, and opinions orally and in writing. |
2 | Multilingual competence | Ability to use different languages appropriately and effectively to communicate. |
3 | Mathematical competence and competence in science, technology, and engineering | Ability to develop and apply mathematical thinking to solve a range of problems. |
4 | Digital competence | Confident, critical, and responsible use of digital technologies. |
5 | Personal, social, and learning to learn competence | Ability to reflect on oneself, manage time and information effectively, and work constructively with others. |
6 | Citizenship competence | Ability to act as responsible citizens and to participate fully in civic and social life. |
7 | Entrepreneurship competence | Ability to act on opportunities and ideas and to transform them into value for others. |
8 | Cultural awareness and expression competence | Understanding and respect for the way ideas and cultures are creatively expressed and communicated through a range of arts and other cultural forms. |
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Villarejo-Carballido, B.; Pulido, C.M.; Tejedor, S. Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game. Future Internet 2022, 14, 329. https://doi.org/10.3390/fi14110329
Villarejo-Carballido B, Pulido CM, Tejedor S. Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game. Future Internet. 2022; 14(11):329. https://doi.org/10.3390/fi14110329
Chicago/Turabian StyleVillarejo-Carballido, Beatriz, Cristina M. Pulido, and Santiago Tejedor. 2022. "Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game" Future Internet 14, no. 11: 329. https://doi.org/10.3390/fi14110329
APA StyleVillarejo-Carballido, B., Pulido, C. M., & Tejedor, S. (2022). Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game. Future Internet, 14(11), 329. https://doi.org/10.3390/fi14110329