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

Beatriz Villarejo-Carballido, Cristina M. Pulido () and Santiago Tejedor
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Beatriz Villarejo-Carballido: Department of Journalism and Communication Sciences, Autonomous University of Barcelona, 08193 Barcelona, Spain
Cristina M. Pulido: Department of Journalism and Communication Sciences, Autonomous University of Barcelona, 08193 Barcelona, Spain
Santiago Tejedor: Department of Journalism and Communication Sciences, Autonomous University of Barcelona, 08193 Barcelona, Spain

Future Internet, 2022, vol. 14, issue 11, 1-12

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.

Keywords: competences; video game; social media; Animal Crossing; learning (search for similar items in EconPapers)
JEL-codes: O3 (search for similar items in EconPapers)
Date: 2022
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (1)

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