Descubrir el Antiguo Egipto a través de un escape room en Educación Infantil
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2022-03-24
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Uno de los principios educativos en la etapa de Educación Infantil es el uso del
juego para fomentar el aprendizaje ameno y significativo, por ello, es importante que los
alumnos se diviertan y participen en la obtención de sus propios aprendizajes. La idea de
este TFG surge para apostar por la originalidad, desarrollando una propuesta educativa
innovadora y motivadora para el alumnado, algo completamente diferente de lo que se
está acostumbrado en el aula. Se arriesga por una metodología basada en la gamificación,
plasmada a través de un escape room donde los contenidos tratados se apoyan en el
Antiguo Egipto. Los aspectos más notorios del lugar y la época aparecen a lo largo de los
retos implantados por el juego que se lleva a cabo, intentando despertar la creatividad y
el interés por seguir conociendo más y más por el tema tratado.
One of the educational principles in the Early Childhood Education is the use of play to foster the enjoyable and meaningful learning. Therefore, it is important for students to have fun and participate in obtaining their own learnings. The idea of this project arises to bet on originality, developing an innovate and motivating educational proposal for students, something completely different from what you are used to in the classroom. It is committed to a methodology based on gamification, this is captured through an escape room where the contents taught are based in Ancient Egypt. The most notorious aspects of the place and the time appear throughout the challenges implemented by the game that takes place, trying to awaken creativity and interest in continuing to know more and more about the subject.
One of the educational principles in the Early Childhood Education is the use of play to foster the enjoyable and meaningful learning. Therefore, it is important for students to have fun and participate in obtaining their own learnings. The idea of this project arises to bet on originality, developing an innovate and motivating educational proposal for students, something completely different from what you are used to in the classroom. It is committed to a methodology based on gamification, this is captured through an escape room where the contents taught are based in Ancient Egypt. The most notorious aspects of the place and the time appear throughout the challenges implemented by the game that takes place, trying to awaken creativity and interest in continuing to know more and more about the subject.
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Tecnologías de la Comunicación y la información