La gamificación como herramienta de apoyo en la enseñanza de ELE
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2018-06-15
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Jaén: Universidad de Jaén
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[ES] Este trabajo tiene como finalidad describir la gamificación en el aula, en concreto en el aula de español como lengua extranjera, y analizar algunos de sus factores más destacados.
Para ello, hemos partido de un breve análisis de las diferentes corrientes metodológicas desarrolladas a lo largo de la historia en la enseñanza de idiomas para así llegar al método que nos atañe: la gamificación. A partir de aquí, definimos los valores afectivos que fomenta esta nueva herramienta pedagógica, sus ventajas e inconvenientes, qué promueve y por qué resulta útil en nuestras aulas.
Asimismo, explicamos también el papel del alumno y del profesor, los tipos de actividades lúdicas que existen actualmente en el marcado y consideramos un ejemplo de propuesta de clase gamificada.
Finalmente, se valorar en qué medida la gamificación ha adquirido un espacio propio en la enseñanza de idiomas y qué perspectivas pedagógicas puede abrir en el futuro.
[EN] The purpose of this work is to describe Gamification in the classroom, specifically in Spanish as Foreign Language and to analyze some of its most important factors. To do this, we have started from a brief analysis of the different methodologies developed throughout history in the teaching languages in order to arrive at the method that concerns us: Gamification. From here, we define the affective values fostered by this new pedagogical implement, its advantages and disadvantages, what it promotes and why it is useful in our classrooms. Likewise, we also explain the role of both student and teacher, the types of play activities that currently exist in the markup and we consider an example of a gamified class proposal. Finally, the extent to which Gamification has acquired its own space in language teaching and what pedagogical perspectives it may open in the future is assessed.
[EN] The purpose of this work is to describe Gamification in the classroom, specifically in Spanish as Foreign Language and to analyze some of its most important factors. To do this, we have started from a brief analysis of the different methodologies developed throughout history in the teaching languages in order to arrive at the method that concerns us: Gamification. From here, we define the affective values fostered by this new pedagogical implement, its advantages and disadvantages, what it promotes and why it is useful in our classrooms. Likewise, we also explain the role of both student and teacher, the types of play activities that currently exist in the markup and we consider an example of a gamified class proposal. Finally, the extent to which Gamification has acquired its own space in language teaching and what pedagogical perspectives it may open in the future is assessed.
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Español como lengua extranjera