Abstract
INGAME project has as its aim, directly and indirectly, improve the users’ digital, language, reading, communication and collaboration skills. It will also introduce and integrate gaming into school teaching methods and practices, specifically those relating to the fields of civic literacy and pedagogy. The game developed, under the name ENGAME, is a journey to gain knowledge about today’s society. The avatar (without gender) arrives from space and grows up meanwhile, learning about gender equality and equity, inclusion, civic engagement, environment, climate change, global issues and crises. This work describes the pilots with users carried out as part of the project to validate the game and produce a final version considering the main issues detected during the testing. According to the results, women have better results than men regarding enjoyment. Moreover, users who play every day get worst immersion results while playing the game.
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Acknowledgments
This project was undertaken with the support of the Erasmus+ Programme of the European Union in its Key Action 3: "Social inclusion and common values: the contribution in the field of education and training. Project INGAME - Gaming for Social Inclusion and Civic Participation – A holistic approach for a cultural shift in education and policy (Reference number 612166-EPP-1-2019-1-ES-EPPKA3-IPI-SOC-IN). The European Commission’s support to produce this publication does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
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García-Holgado, A. et al. (2023). Preliminary Validation of ENGAME: Fostering Civic Participation and Social Inclusion Through an E-Learning Game. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. HCII 2023. Lecture Notes in Computer Science, vol 14041. Springer, Cham. https://doi.org/10.1007/978-3-031-34550-0_34
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