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Revista EIA

versión impresa ISSN 1794-1237versión On-line ISSN 2463-0950

Resumen

RAMIREZ-LEAL, Jenny Carolina; GUAQUETA-MUNOZ, Maria Fernanda  y  OSPINA, Yilmar López. Video game Caimán: knowledge of the morphology, use and meaning of the ceramic of the ancestros of Tolima. Rev.EIA.Esc.Ing.Antioq [online]. 2020, vol.17, n.34, pp.176-190.  Epub 04-Sep-2021. ISSN 1794-1237.  https://doi.org/10.24050/reia.v17i34.1349.

Archeology propose challenges to stay current in the new generations, who have lost interest on the knowing of history of his ancestors. This is the case of the Anthropological Museum of the of Tolima University, who have been interested in putting forward technological tools to accompany the route offered to students of schools in the city of Ibagué with the purpose of contributing to learning in a ludic wayr, keeping up the motivation to know and learn about ceramics in those who visit it.

This work proposes the educational video game implementation to improve learning in children from 8 to 14 years old in terms of the use, morphology and meaning that the ancestors of Tolima gave to ceramics. For this purpose, an intervention was made to three randomized study groups formed by 15 elementary and high school students on Ibagué city. One group would use the video game, the other one would only receive the museum tour, and a third group would have both incentives. A knowledge test was used, before and after the intervention, to measure academic performance. The results obtained showed that the video game complemented the tour of the Museum and improved the results in the students' grades. This would show that videogames of this type could be used as a pedagogical tool in the Anthropology teaching.

To achieve this, the SUM agile development methodology is used, which is adapted for videogames using the SCRUM roles, and incorporates 6 phases that are: concept, planning, elaboration, beta, closing and risk management, whose execution allows to take control and Follow up on the risks presented in the project.

Palabras clave : Ancestors of Tolima; Anthropology; Anthropological ceramics; Educational video game.

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