EL USO DE LA GAMIFICACIÓN PARA LOGRAR UN AULA MOTIVADA Y ARMÓNICA
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Fecha
2021-10-13
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Jaén: Universidad de Jaén
Resumen
[ES] La gamificación es el proceso de incorporar aspectos propios de los juegos en ámbitos no lúdicos.
Para esta propuesta de intervención, este concepto sustenta el diseño de una aplicación que
abarca los tres ámbitos de la orientación educativa: Acción Tutorial, Atención a la Diversidad y
Orientación Educativa y Profesional. Esta aplicación virtual constará de tres apartados
principales: perfil, foro y ejercicios. Para fortalecer la comunicación del estudiantado con sus
tutores, el foro facilitará una plataforma de interacción. Para apoyar las necesidades de los
estudiantes de altas capacidades, ofrece una base de ejercicios de ampliación y profundización.
Para mejorar su autoconocimiento, el perfil dinamizará sus puntos fuertes y débiles desde una
perspectiva gamificada que aumentará la motivación de los estudiantes al percibirlo como algo
divertido. Los resultados se evaluarán con cuestionarios, observaciones y análisis directos sobre
las estadísticas de uso recogidas a través de la aplicación.
[EN] Gamification is the process that enhances activities by introducing elements usually utilized in games. For the present work, this concept sustains the design of an application that covers the Educational Guidance’s fields: Tutorial Action, Attention to Diversity and Academic and Professional Guidance. This virtual app contains three main parts: profile, forum and exercises. To enhance the communication between the students and their tutors, the forum presents a platform for their interactions. To satisfy the necessities of gifted youths, the app offers many exercises that will be available for the entirety of the academic year. To increase their knowledge about themselves, the profile will report their strong and weak points with a gamified approach that will augment the motivation in students thanks to its ludic aspect. The results will be evaluated through questionnaires, direct observations and analysis of the statistics taken from the app.
[EN] Gamification is the process that enhances activities by introducing elements usually utilized in games. For the present work, this concept sustains the design of an application that covers the Educational Guidance’s fields: Tutorial Action, Attention to Diversity and Academic and Professional Guidance. This virtual app contains three main parts: profile, forum and exercises. To enhance the communication between the students and their tutors, the forum presents a platform for their interactions. To satisfy the necessities of gifted youths, the app offers many exercises that will be available for the entirety of the academic year. To increase their knowledge about themselves, the profile will report their strong and weak points with a gamified approach that will augment the motivation in students thanks to its ludic aspect. The results will be evaluated through questionnaires, direct observations and analysis of the statistics taken from the app.