The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations

The performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the d...

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Main Authors: Alejandro Romero-Hernandez, Manuel Gonzalez-Riojo, Meriem El Yamri, Borja Manero
Format: Article
Language:English
Published: International Forum of Educational Technology & Society 2022-10-01
Series:Educational Technology & Society
Subjects:
Online Access:https://www.j-ets.net/collection/published-issues/25_4#h.6l1jzb61969i
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author Alejandro Romero-Hernandez
Manuel Gonzalez-Riojo
Meriem El Yamri
Borja Manero
author_facet Alejandro Romero-Hernandez
Manuel Gonzalez-Riojo
Meriem El Yamri
Borja Manero
author_sort Alejandro Romero-Hernandez
collection DOAJ
description The performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees to performances of Spanish dance -an art form that is highly valued throughout the world. In a generation marked by technological advancements, the only way for classic performing arts to reach young audiences - or digital natives – is to speak the same language they use with new technologies. This paper presents a study in collaboration with the Spanish National Dance Company, carried out with 877 students (aged from 9 to 12) from 12 different schools in the community of Madrid, Spain. We designed a two-phase experiment. In the first phase, we separated the students into 3 groups: students who played a videogame called “Dancing a Treasure,” those who received a workshop from professional dancers, and a control group. In the second phase that took place two weeks later, the participants attended to a real show of Spanish dance, and we studied how the previous educational approaches affected to the students increase of interest after the show. The experiment demonstrated that the videogame was, at least, as effective in increment interest about dance in younger generations as a workshop taught by expert dance professionals. Thus, in terms of scalability, the videogame is a better option because it can be applied with the same results to larger groups with no additional cost.
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spelling doaj.art-6ad31190dba7460ba86605a40eb630f82022-12-22T02:54:51ZengInternational Forum of Educational Technology & SocietyEducational Technology & Society1176-36471436-45222022-10-012545669The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger GenerationsAlejandro Romero-Hernandez0Manuel Gonzalez-Riojo1Meriem El Yamri2Borja Manero3Complutense University of Madrid, SpainComplutense University of Madrid, SpainComplutense University of Madrid, SpainComplutense University of Madrid, SpainThe performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees to performances of Spanish dance -an art form that is highly valued throughout the world. In a generation marked by technological advancements, the only way for classic performing arts to reach young audiences - or digital natives – is to speak the same language they use with new technologies. This paper presents a study in collaboration with the Spanish National Dance Company, carried out with 877 students (aged from 9 to 12) from 12 different schools in the community of Madrid, Spain. We designed a two-phase experiment. In the first phase, we separated the students into 3 groups: students who played a videogame called “Dancing a Treasure,” those who received a workshop from professional dancers, and a control group. In the second phase that took place two weeks later, the participants attended to a real show of Spanish dance, and we studied how the previous educational approaches affected to the students increase of interest after the show. The experiment demonstrated that the videogame was, at least, as effective in increment interest about dance in younger generations as a workshop taught by expert dance professionals. Thus, in terms of scalability, the videogame is a better option because it can be applied with the same results to larger groups with no additional cost.https://www.j-ets.net/collection/published-issues/25_4#h.6l1jzb61969iinterestvideo gamesspanish dancem-learningserious games
spellingShingle Alejandro Romero-Hernandez
Manuel Gonzalez-Riojo
Meriem El Yamri
Borja Manero
The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations
Educational Technology & Society
interest
video games
spanish dance
m-learning
serious games
title The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations
title_full The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations
title_fullStr The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations
title_full_unstemmed The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations
title_short The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations
title_sort effectiveness of a video game as an educational tool in incrementing interest in dance among younger generations
topic interest
video games
spanish dance
m-learning
serious games
url https://www.j-ets.net/collection/published-issues/25_4#h.6l1jzb61969i
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