In Uruguay it is the first videogame designed for the students of initial education that articulates curriculum and technologies. It has been developed by DESEM Jóvenes Emprendedores, Estudio Egg and the teaching team of the Garden n ° 222 of Pando (Canelones); the company IBM Uruguay has promoted and financed the project. The video game aims to stimulate learning and entrepreneurial spirit in children between three and five years old who attend the formal education system.
When creating our Neighborhood we propose to develop a game aligned with the curricular contents giving a place of relevance to the values, as well as to the decision making and self-responsibility.
Our neighborhood is a tool that articulates balanced digital competences with curricular contents, and that therefore generates a new opportunity to learn through a virtual ludo-creative environment, articulating the curricular contents of the area of mathematical knowledge, languages, artistic, social and motor perceptual development.
The objectives of the game are:
- Generate a tool to achieve learning
- Work curricular contents of Initial Level
- Develop entrepreneurial skills in children
- Raise awareness of values and generate appropriation of the neighborhood as a space for development
The game is based on a neighborhood. At the beginning of the child will have the option to choose between 6 characters to accompany during their journey.
A main character will appear giving indications of the game: Piquito.
The child will direct the character selected by the neighborhood and will find 4 zones:
Circus
Here mathematical skills will be put into practice. The owner of the circus will ask for help to organize the animals, so he will have to count, add, subtract.
Museum
The painter will ask for help to finish some paintings as an important sample approaches and has little time. It will put into practice the management of primary and secondary colors, also the recognition of the landscape.
Labyrinth
The child will have to choose what route to take to reach a goal. In that journey you should go collecting bottles and closing bobbins.
Huerta del barrio
In this area the child will face a vegetable garden, where he will have to take food and place it in a container. Work on the origin of food.
In the passage from one area to another, distractions will arise, they will be neighbors who will ask for help from the child, who will have to decide whether to offer it or not. In the case you access, you will enter a memory game, if you do not continue on your tour of the neighborhood. The distractors develop the coexistence in the home and in the school, the roles in the neighborhood, the decision making and the attitude of being an entrepreneur, belonging to the area of social concomiendo and construction of citizenship of the school curricula.
It will reach the end of the game with goals fulfilled by having resolved the zones and have helped the neighbors. Each resolution of a goal will give you a figure for the album. The child will be able to access the album at any time in order to see the process in the game.
When you play and complete the game of an area, you will receive an entrepreneur's medal, depending on how it went, you will receive a bronze, silver or gold medal. If the child gets a bronze medal, he can play again improving his activity and get the gold one. This is linked to the concept of an entrepreneur, as the set of skills developed over time, where there is always potential for improvement.
At the end of the zones, a medal will appear in each one of them, and if he completed the game (more distracting areas) in the album, all the figurines obtained and a final medal will appear indicating that he is an entrepreneur.
The logic will be: The greater the knowledge acquired, the greater the appropriation of the neighborhood and, therefore, the greater the development of the entrepreneurial potential.
When creating our Neighborhood we propose to develop a game aligned with the curricular contents giving a place of relevance to the values, as well as to the decision making and self-responsibility.
Our neighborhood is a tool that articulates balanced digital competences with curricular contents, and that therefore generates a new opportunity to learn through a virtual ludo-creative environment, articulating the curricular contents of the area of mathematical knowledge, languages, artistic, social and motor perceptual development.
The objectives of the game are:
- Generate a tool to achieve learning
- Work curricular contents of Initial Level
- Develop entrepreneurial skills in children
- Raise awareness of values and generate appropriation of the neighborhood as a space for development
The game is based on a neighborhood. At the beginning of the child will have the option to choose between 6 characters to accompany during their journey.
A main character will appear giving indications of the game: Piquito.
The child will direct the character selected by the neighborhood and will find 4 zones:
Circus
Here mathematical skills will be put into practice. The owner of the circus will ask for help to organize the animals, so he will have to count, add, subtract.
Museum
The painter will ask for help to finish some paintings as an important sample approaches and has little time. It will put into practice the management of primary and secondary colors, also the recognition of the landscape.
Labyrinth
The child will have to choose what route to take to reach a goal. In that journey you should go collecting bottles and closing bobbins.
Huerta del barrio
In this area the child will face a vegetable garden, where he will have to take food and place it in a container. Work on the origin of food.
In the passage from one area to another, distractions will arise, they will be neighbors who will ask for help from the child, who will have to decide whether to offer it or not. In the case you access, you will enter a memory game, if you do not continue on your tour of the neighborhood. The distractors develop the coexistence in the home and in the school, the roles in the neighborhood, the decision making and the attitude of being an entrepreneur, belonging to the area of social concomiendo and construction of citizenship of the school curricula.
It will reach the end of the game with goals fulfilled by having resolved the zones and have helped the neighbors. Each resolution of a goal will give you a figure for the album. The child will be able to access the album at any time in order to see the process in the game.
When you play and complete the game of an area, you will receive an entrepreneur's medal, depending on how it went, you will receive a bronze, silver or gold medal. If the child gets a bronze medal, he can play again improving his activity and get the gold one. This is linked to the concept of an entrepreneur, as the set of skills developed over time, where there is always potential for improvement.
At the end of the zones, a medal will appear in each one of them, and if he completed the game (more distracting areas) in the album, all the figurines obtained and a final medal will appear indicating that he is an entrepreneur.
The logic will be: The greater the knowledge acquired, the greater the appropriation of the neighborhood and, therefore, the greater the development of the entrepreneurial potential.
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