Publication: THE
MAZE:
Gamificando
el
concepto
de
identidad
Authors
Hurtado Torres, Daniel ; Gil Duran, Núria ; Aguilar Paredes, Carlos
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Publisher
Universidad de Murcia
publication.page.editor
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DOI
http://dx.doi.org/10.6018/reifop.22.2.370351
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info:eu-repo/semantics/article
Description
Abstract
El
presente
trabajo
expone
el
proceso
de
diseño,
implementación
y
evaluación
de
la
unidad
didáctica
«The
Maze:
Nosotros
y
ellos»,
elaborada
por
miembros
del
grupo
de
investigación
DHiGeCs
de
la
Universidad
de
Barcelona.
Se
trata
de
una
aplicación
basada
en
la
Gamificación
como
estrategia
didáctica
y
cuyos
núcleos
temáticos
son
la
identidad
y
la
diferencia,
orientada
a
la
asignatura
de
Ciencias
Sociales
y
al
trabajo
de
la
competencia
social
y
ciudadana.
Su
desarrollo
ha
requerido
la
reinterpretación
de
materiales
históricos
desde
la
óptica
del
juego,
invitando
a
la
reflexión
y
al
debate
sobre
el
«Nosotros
y
ellos»,
desde
un
punto
de
vista
cohesionador,
cívico
y
tolerante
con
la
diversidad.
Con
el
Learning
Management
System
llamado
Classcraft
como
recurso
adicional,
se
han
incorporado
elementos
de
juego
a
las
actividades
propias
de
la
práctica
educativa,
con
los
que
el
alumnado
interactúa
a
través
de
avatares
personalizados.
El
aprendizaje
significativo
que
se
consigue
“dentro
del
laberinto”
es
destacable
por
la
emoción
y
el
entusiasmo
de
seguir
las
normas
del
juego.
La
investigación
evaluativa
realizada
en
diferentes
centros
de
educación
secundaria
ha
ofrecido
unos
resultados
satisfactorios,
destacando
un
incremento
en
la
motivación
y
el
compromiso,
tanto
por
parte
del
alumnado
como
del
profesorado
implicado.
The current work shows the design process, implementation and evaluation of the didactic unit "The Maze: Us and them", developed by members of the research group DHiGeCs of the Universidad de Barcelona. This is an implementation based on Gamification as a didactic strategy, whose thematic core are identity and difference, oriented to the Social Sciences subject and the work of social and civil competency. Its development has required to reinterpret historical materials from the point of view of the game, leading to think and debate about "Us and them", from a cohesive, tolerant with diversity and civic approach. With the Learning Management System called Classcraft as additional resource, game elements have complemented the educational practice activities, with which the students interact through personalized avatars.The significant learning acquired "inside the labyrinth" is remarkable by the excitement and enthusiasm to follow the rules of the game. The evaluation research carried out in different secondary schools has offered satisfactory results, highlighting an increase in motivation and commitment both by the students and the teachers involved.
The current work shows the design process, implementation and evaluation of the didactic unit "The Maze: Us and them", developed by members of the research group DHiGeCs of the Universidad de Barcelona. This is an implementation based on Gamification as a didactic strategy, whose thematic core are identity and difference, oriented to the Social Sciences subject and the work of social and civil competency. Its development has required to reinterpret historical materials from the point of view of the game, leading to think and debate about "Us and them", from a cohesive, tolerant with diversity and civic approach. With the Learning Management System called Classcraft as additional resource, game elements have complemented the educational practice activities, with which the students interact through personalized avatars.The significant learning acquired "inside the labyrinth" is remarkable by the excitement and enthusiasm to follow the rules of the game. The evaluation research carried out in different secondary schools has offered satisfactory results, highlighting an increase in motivation and commitment both by the students and the teachers involved.
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