Towards the development of prosocial behavior in students through the use of video games

Q2 Social Sciences
Benjamín Maraza-Quispe, Luis Angel Mamani-Nina, Ebelyn María Mamani-Sucasaca
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Abstract

Currently, in the information and knowledge society in which we live, the use of video games has become widespread among children and adolescent students. Given this reality, we wonder to what extent the use of video games helps to develop the prosocial behavior of students, so as to encourage Solidarity and Help Response, Perspective Taking, Altruism and Assistance among students.  The objective of the research is to measure the efficacy of the treatment given through video games in the prosocial behavior of students in Regular Basic Education.  The methodology applied is quasi-experimental through the application of the video game Sandbox Minecraft in students, a pre-test and post-test was applied that considers a Prosocial Skills Scale for Adolescents (EHP-A): Solidarity and Help Response, Perspective Taking, Altruism and Assistance among students. It allowed to measure the students' prosocial behavior. Five game sessions were developed with personalized dynamics in the Sandbox Minecraft video game in its multiplayer mode. The results show that the dynamics applied through the five game sessions were able to improve and increase solidarity and Help Response, Perspective Taking, Altruism and Assistance among the students. In conclusion, the short-term effectiveness of the use of the Sandbox Minecraft video game to improve prosocial behavior in students is demonstrated. Keywords: Video game, Sandbox, Minecraft, behavior, prosocial, education, learning
电子游戏对学生亲社会行为发展的影响
目前,在我们生活的信息和知识社会中,电子游戏的使用在儿童和青少年学生中已经变得普遍。鉴于这一现实,我们想知道电子游戏的使用在多大程度上有助于培养学生的亲社会行为,从而鼓励学生之间的团结和帮助反应,观点采纳,利他主义和帮助。本研究的目的是测量电子游戏治疗对普通基础教育学生亲社会行为的影响。采用准实验的方法,通过在学生中应用视频游戏沙盒《我的世界》,应用前测试和后测试,考虑青少年亲社会技能量表(EHP-A):学生之间的团结和帮助反应,观点接受,利他主义和援助。它可以测量学生的亲社会行为。在沙盒游戏《我的世界》(Minecraft)的多人模式中,开发了5个带有个性化动态的游戏环节。结果表明,通过五个游戏环节的动态应用能够改善和增加学生的团结和帮助反应,观点采纳,利他主义和援助。总之,使用沙盒Minecraft视频游戏改善学生亲社会行为的短期有效性得到了证明。关键词:电子游戏,沙盒,我的世界,行为,亲社会,教育,学习
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