A Gamified proposal for CLIL in Secondary Physical Education.
Fecha
2023-10-23
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Jaén: Universidad de Jaén
Resumen
(ES)En este trabajo se desarrolla una propuesta didáctica de Educación Física a través del AICLE y la
Gamificación en la Educación Secundaria. Para ello, se realiza una revisión bibliográfica para determinar si
el uso de estas dos metodologías - juntas y por separado- tienen un efecto positivo en el aprendizaje del
alumnado en Educación Física. También se revisa si existen propuestas anteriores en estos campos y las
conclusiones a las que se llegaron. Finalmente, se presenta una propuesta didáctica en la que se gamifican
conceptos teóricos del bloque de contenidos de Salud y Calidad de Vida en Educación Física en el marco
de la enseñanza AICLE.
(EN)A didactic proposal for Physical Education through CLIL and Gamification in Secondary Education is presented in this master's dissertation. To this end, the theoretical framework of the proposal is laid out is and a literature review is carried out to ascertain whether the use of these two methodologies - together and separately - has a positive effect on student learning in Physical Education. A discussion on published proposals in these fields and the conclusions that have reached so far is also included. Finally, a didactic proposal is designed in which the theoretical concepts from the Health and Quality of Life content block in the subject of Physical Education are gamified within the framework of the CLIL approach.
(EN)A didactic proposal for Physical Education through CLIL and Gamification in Secondary Education is presented in this master's dissertation. To this end, the theoretical framework of the proposal is laid out is and a literature review is carried out to ascertain whether the use of these two methodologies - together and separately - has a positive effect on student learning in Physical Education. A discussion on published proposals in these fields and the conclusions that have reached so far is also included. Finally, a didactic proposal is designed in which the theoretical concepts from the Health and Quality of Life content block in the subject of Physical Education are gamified within the framework of the CLIL approach.