Competency education from visual literacy and gaming for educational innovation

proposal for an instructional course design

Authors

  • Miguel Ángel Marzal García-Quismondo
  • Pablo Parra Valero

DOI:

https://doi.org/10.54886/ibersid.v15i1.4717

Keywords:

Visual literacy, Información literacy; Higher educa-tion; Gaming; Educational innovation; Life skills

Abstract

A competency-based education course, oriented to Visual Literacy and Gaming, is proposed within the framework of an educational innovation plan for promoting the academic excellence of universities and their students. The analysis starts from the theoretical assumptions of Visual Literacy and Gaming. Methodologically, the curricular integration of the course is presented as a formal education program in Higher Education acording to the ADDIE model that proposes the framework of an educational innovation plan, following a flipped classroom teaching methodology and designing the course as a Digital Educational Object (DEO) under the principles of Visual Literacy. The programming of the training course is designed as a Learning Object (LO), and an evaluation system can also be identified with competency indicators. The design of the training program is presented with the necessary conceptual framework, skills development exercises, practice to achieve competencies and evaluation indicators, which refer to the measurement based on the Visual Literacy Standards.

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Published

2021-06-22

How to Cite

Marzal García-Quismondo, M. Ángel, & Parra Valero, P. (2021). Competency education from visual literacy and gaming for educational innovation: proposal for an instructional course design. Ibersid: Journal of Information and Documentation Systems (ISSNe 2174-081X; ISSN 1888-0967), 15(1), 75–83. https://doi.org/10.54886/ibersid.v15i1.4717

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Articles