Se presentan los resultados de una intervención educativa desarrollada en el ámbito universitario que pone en valor el potencial de los juegos de mesa en el aula y su repercusión en el aprendizaje dentro del contexto de las metodologías activas. Este serious game se crea principalmente desde un doble propósito, por un lado, como recurso para la mejora de habilidades y competencias expresivas en Educación Física y, por otro, como herramienta de transformación social que invita a profundizar en el conocimiento de los Objetivos de Desarrollo Sostenible (ODS), trabajando de manera transversal estas metas globales marcadas por la Organización de las Naciones Unidas (ONU) en la denominada Agenda 2030. El juego de mesa Dixit Mutatio, creado a partir de un juego comercial premiado internacionalmente, se ha adaptado a través del uso inspirador de la fotografía, las respuestas a partir del teatro imagen y las dinámicas de creación colectiva. A partir de las valoraciones que comparte el alumnado en un cuestionario y la observación directa realizada por el profesorado durante la experiencia, se evidencia la utilidad de este recurso didáctico y su puesta en práctica en el contexto universitario. Palabras clave: Juegos de mesa, juegos serios, Educación física, Expresión corporal, Objetivos de Desarrollo Sostenible. Abstract. We present the results of an educational intervention developed in the university environment that highlights the potential benefits of board games in the classroom and their impact on learning within the context of active methodologies. This serious game was created with a dual purpose: on the one hand, as a resource for improving expressive skills and competences in Physical Education and, on the other, as a tool for social transformation that invites us to deepen our knowledge of the Sustainable Development Goals (SDGs), working transversally on these global goals set by the United Nations (UN) in the so-called Agenda 2030. The board game Dixit Mutatio, created from an internationally awarded commercial game, has been adapted through the inspirational use of photography, responses based on image theatre and collective creation dynamics. The usefulness of this didactic resource and its implementation in the university context is demonstrated on the basis of evaluations shared in a questionnaire by the students and direct observation carried out by the teaching staff during the experience. Key Words: Board games; serious games; Physical education; Corporal expression; Sustainable Development Goals.
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