GAMIFICACIÓN DEL VIDEOJUEGO “CLASH ROYALE ” EN ESTUDIANTES DE SECUNDARIA
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2019-06-18
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Jaén: Universidad de Jaén
Resumen
[ES]La tecnología y el conocimiento están irrumpiendo con fuerza en la sociedad actual,
generando nuevas inquietudes en los jóvenes, que no siempre son abordadas por el
sistema educativo. Para que esto sea posible, los docentes deben explorar
metodologías innovadoras que hagan uso de los nuevos recursos y estrategias que se
encuentran a su alcance. En este contexto, surge la gamificación educativa, basada en
la incorporación de elementos propios de los videojuegos al aula, para conseguir que
el aprendizaje sea más divertido, atractivo y motivador. Además, esta propuesta
metodológica trae consigue una serie de beneficios en el ámbito educativo, como un
mayor compromiso hacia la actividad, la generación de un estado de inmersión en el
aula o un aumento de la socialización de los alumnos, debido a una mayor
interactividad e interacción. En base a esta información, en este trabajo se expone una
propuesta de gamificación del videojuego “Clash Royale” para estudiantes del tercer
curso de Educación Secundaria Obligatoria en la provincia de Jaén. Para ello, se han
desarrollado un total de seis sesiones, constituidas por actividades y juegos
cooperativos, que hacen uso de diversos elementos de dicho videojuego, con el
objetivo de conseguir que el proceso de enseñanza-aprendizaje sea más estimulante y
motivador para los alumnos.
-Palabras clave:
Gamificación, videojuegos, educación secundaria, ámbito educativo, innovación,
aspectos psicológicos y educación física.
Technology and knowledge are bursting with force in today's society, generating new concerns in young people, which are not always addressed by the education system. For this to be possible, teachers must explore innovative methodologies that make use of the new resources and strategies within their reach. In this context emerges the educational gamification, based on the incorporation of elements of the videogames into the classroom, to make learning more fun, attractive and motivating. In addition, this methodological proposal brings a series of benefits in the educational field, such as a greater commitment to the activity, the generation of a state of immersion in the classroom or an increase in socialization of students, due to greater interactivity and interaction. Based on this information, this work presents a gamification proposal of the "Clash Royale" videogame for students of the third year of Compulsory Secondary Education in the province of Jaén. To do this, a total of six sessions have been developed, consisting of activities and cooperative games, which make use of various elements of said videogame, with the aim of making the teaching-learning process more stimulating and motivating for the students. -Keywords: Gamification, video games, secondary education, education, innovation, psychological aspects and physical education.
Technology and knowledge are bursting with force in today's society, generating new concerns in young people, which are not always addressed by the education system. For this to be possible, teachers must explore innovative methodologies that make use of the new resources and strategies within their reach. In this context emerges the educational gamification, based on the incorporation of elements of the videogames into the classroom, to make learning more fun, attractive and motivating. In addition, this methodological proposal brings a series of benefits in the educational field, such as a greater commitment to the activity, the generation of a state of immersion in the classroom or an increase in socialization of students, due to greater interactivity and interaction. Based on this information, this work presents a gamification proposal of the "Clash Royale" videogame for students of the third year of Compulsory Secondary Education in the province of Jaén. To do this, a total of six sessions have been developed, consisting of activities and cooperative games, which make use of various elements of said videogame, with the aim of making the teaching-learning process more stimulating and motivating for the students. -Keywords: Gamification, video games, secondary education, education, innovation, psychological aspects and physical education.
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Educación física