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Poster The Forces Innovate - English 2022
Poster The Forces Innovate - English 2022
Advisers :
Medellín, to cri�cally understand the implica�ons of the use of video games in the student body?
OBJECTIVES Tecnoacademia
General objective
To design and prototype an App, to create a cri�cal posi�on against the implica�ons of the use of video games, in
social and academic behavior, in the student body of the educa�onal community of the Loyola school in the city of
Néstor Albeiro Cataño
Medellín.
Own elabora�on
-Specific Objective
To consult in the academic literature, the incidence of the consump�on of video games in the social behavior and
academic performance of high school students. THANKS
-Specific Objective We thank our parents and teachers for accompanying us
To design an App that illustrates the incidences of video game consump�on on social and academic behavior in the
student popula�on of the I.E. Loyola College. throughout our process, especially Juan Carlos Díaz
-Specific Objective Agudelo and Nestor Albeiro Cataño, our group directors
To prototype the “Psychology and videogames” App.
in these last 3 years, we also thank the tecnoacademia
-Specific Objective
To verify the use and effec�veness of the "Psychology and videogames" app in the Loyola school educa�onal
teachers for guiding us in the maturing of our project,
community. and the professionals who have helped us in gathering
BIBLIOGRAPHIC REVIEW informa�on.
We have seen that video games can act as a cultural and ar�s�c focus (Herrera, 2021), we also saw how the
fact that video games intrinsically cause violence is more an internalized bias of the popula�on than a
scien�fically proven fact (Pérez, et al, 2014 ), in addi�on, we discovered some effects (such as the tetris effect)
that improve the player's spa�al control in some way. (Acevedo, et al, 2010)
RECREATION OF PHENOMENA
Over �me we have worked on different pla�orms with the aim of developing a small outline of
the final goal, some pla�orms are Microbit, App-Inventor and PSeInt. In App-Inventor, we
developed a sketch of the preliminary interface of the app, which we had previously drawn on
paper.
BIBLIOGRAPHY
- Acevedo, Jenny; Camargo, Eleanor (2010). Tetris, visual mediator for the recogni�on of rigid movements
in the plane: a case study. Communica�on presented at the Ibero-American Educa�onal Informa�cs
Network Congress (RibieCol). Popayan (Colombia). Own elabora�on
h�p://funes.uniandes.edu.co/4937/
-Gonzalez, J.M. (2016). Crea�vity in video game users. (Doctoral thesis, Complutense University of Madrid,
Spain). h�ps://dialnet.unirioja.es/servlet/tesis?codigo=128697
- Herrera Parra, C. (2021). Video games and cultural representa�on in Colombia. University of the Andes.
h�p://hdl.handle.net/1992/55429
- Pérez F., Mampaso J., Corbí B.. Mar�n-Moreno C. (2014). Violence, psychology and video games
history of a controversial rela�onship.
h�ps://dialnet.unirioja.es/servlet/ar�culo?codigo=5126960