Acquisition of emotional competences by means of the development and use of Serious Games in higher education

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Abstract

In this study, carried out at an Argentinian higher education institution, three pedagogical strategies are compared: the traditional one (based on problem solving), serious games development and their use. A mixed methodology with sequential explanatory execution was used. Quantitative data were collected using objective tests and the TEIQue (Trait Emotional Intelligence Questionnaire). Incidental non-probabilistic sampling was used for convenience (problem solving: n=27, game development: n=25, game use: n=25). Then, qualitative data were collected by means of 16 interviews. The results of the analysis show that there are significant differences in favor of playful strategies.

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Corsi, D. D., Domínguez, F. I. R., & Rodríguez, M. I. P. (2019). Acquisition of emotional competences by means of the development and use of Serious Games in higher education. Pixel-Bit, Revista de Medios y Educacion, 56, 95–112. https://doi.org/10.12795/pixelbit.2019.i56.05

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