Action 2.0: a serious game for the psychosocial formation of Social Workers in distance learning in Colombia
Main Article Content
Gamification, through game design strategies applied in distance learning environments, facilitates the development of specific disciplinary competencies. This article examines the use of serious play Action 2.0 by Social Work students in distance learning to enhance psychosocial skills development. The methodology used was quantitative, using a comparative design between exposed and non-exposed groups to the serious game Action 2.0, composed of 46 students selected by sampling for convenience. The participants discussed potential situations in Social Work, which involve encountering challenges and narratives that require skills like active listening, self-recognition, empathy, and effective communication. As a result, a cognitive-behavioral pedagogical framework based on the ADDIE model (specification, analysis, design, development, implementation, and evaluation) was consolidated, demonstrating high adherence that can create an addiction to serious games. This confirms that serious play is a tool that strengthens the professional and psychosocial competencies of Social Work students, which also provides valuable feedback for the design of future educational interventions.
- Gamification
- Serious play
- Social Work
- Distance learning
- Psychosocial skills
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Accepted 2025-05-06
Published 2025-05-24

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