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Friday March 03, 2023 at 07:00

The video game 'Submargame' wins the Circular Economy Game Jam

The video game 'Submargame' wins the Circular Economy Game Jam The video game 'Submargame' wins the Circular Economy Game Jam

The program, which draws attention to the pollution of seas and oceans, has emerged victorious in the first edition of this contest promoted by the Synthetic Image and Video Games subject of the Audiovisual Communication Degree.

Writing/Raúl García Hémonnet

This video game aims to raise awareness among politicians about the situation of the seas and its effects caused by pollution from fishing activity. Its authors, the students Pablo Alférez Cerezo, Sergio Benito Cuesta and Aitana Victoria Díaz Sánchez, manage to recreate the climatic situation suffered by the seas through a story of a fishing boat that heads towards the high seas while dumping waste on a school of fish . The player must take charge of controlling a submarine to save the reef. The winning video game, titled SubmarGame, is available to play on Game Jam website.

The Game Jam is part of the activity that the students of the Synthetic Image and Videogames subject must carry out to pass it. The challenge is simple for future graduates in Audiovisual Communication: choose a target audience and create a communicative product in videogame format aimed at raising awareness of the issue of the circular economy, in line with the sustainable development goals. 12 (Responsible production and consumption) and 13 (climate action). The fashion industry, the electronics and ICT, the food industry or the battery and vehicle industry are the suggested areas to carry out the work, but students are free to choose any other, as long as it is part of the economy circular.

encourage critical thinking

The activity, promoted by teachers Juan Romero Luis and María del Carmen Gertrudis Casado, aims to address the issue of this economic model, transversally in the subject, with the aim of promoting critical and reflective thinking in students in relation to an issue just as important as sustainability. “Throughout the course, the students have shown a lot of interest and enthusiasm with the projects and the results have been fantastic. Not only have they managed to work as a team, but their work has generated a valid scientific communication product to be used in different environments. Because they are required to use resources with open licences, the chances of knowledge transfer increase”, explain the teachers.

teaching innovation

This innovative activity in the classroom stems from the work carried out within the framework of the Teaching Innovation Project, led by Professor María del Carmen Gálvez, from the teaching innovation group COMTEDEA of the Rey Juan Carlos University, made up of some members of the research group cyberimaginary. This project focuses on the creation of open learning spaces that can be implemented in different types of subject. Both the teaching resources of the 'Game Jam' activity and those of the other subjects that are part of this project are available at the Open Knowledge Environment enabled on the platform Cyberimaginary Classroom.