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Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game

First author: Villarejo-Carballido
Year: 2022


Abstract

The growth and impact of video games in education at an international level is a reality. Research shows that gamers can increase their knowledge, skills, and behavioural flexibility. However, there has been no in-depth research into the relationship between current video games and the key competences for lifelong learning set out by the European Commission. This research focuses on learning acquisition through playing the popular game “Animal Crossing: New Horizons”. The Communicative Methodology has been used in this research through, on the one hand, use of the Social Impact in Social Media (SISM) method involving the analysis of 1000 comments posted on the social network Twitter and, on the other hand, through communicative inter, sanviews with five gamers and a family member of a user. The results show that the Animal Crossing video game promotes learning achievements regarding literacy, multilingualism, mathematical skills, digital competence, social skills, citizenship, entrepreneurship, and cultural awareness.


Details

Language: English
Country of affiliation: Spain


Published in: Future Internet
Publication type: Journal article


Source: https://doi.org/10.3390/fi14110329


Games

No Results

Franchises

No Results



Studies

Description: Interviews with players

Research type: Non-experimental
Data type: Qualitative


Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: no
Follow-up: no


Sample type: Players
Sample size: 6
Power analysis: no
Sample countries: null


Games studied: Animal Crossing: New Horizons


Franchises studied: Animal Crossing (F)


Study outcomes: Knowledge

Description: Content analysis (using Social Impact in Social Media Methodology) to analyse comments about ACNH on Twitter

Research type: Non-experimental
Data type: Mixed


Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: no
Follow-up: no


Sample type: Online comments
Sample size: 1,000
Power analysis: no
Sample countries: null


Games studied: Animal Crossing: New Horizons


Franchises studied: Animal Crossing (F)


Study outcomes: Knowledge