Propuesta de Intervención Educativa: La Gamificación en la adquisición de hábitos saludables en un 1o de E.S.O.
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2021-01-21
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[ES]Se trata de un Programa de Intervención Educativa, a modo de Unidad Didáctica (UD), con el que se pretende dirigir las clases de Educación Física (EF) para un curso de 1º de Educación Secundaria Obligatoria (ESO) en un Centro de enseñanza andaluz. La UD busca la adquisición de hábitos de vida saludables entre el alumnado al aplicar un modelo de aprendizaje cooperativo basado en una perspectiva innovadora como es la gamificación a través de la aplicación de retos que posteriormente se llevarán a la práctica deportiva de las sesiones para trabajar los contenidos de salud y calidad vida de una forma lúdica y motivante. Para conseguir esto se utiliza una aplicación web y Smartphone destinada al aula llamada Classcraft como complemento de la metodología didáctica, cambiando de este modo la forma de enseñar.
[EN]It is an Educational Intervention Program, as a Didactic Unit (UD), with which it is intended to direct the Physical Education classes (PE) for a 1st year of Compulsory Secondary Education (ESO) in an Andalusian teaching center . The UD seeks the acquisition of healthy lifestyle habits among students by applying a cooperative learning model based on an innovative perspective such as gamification through the application of challenges that will later be carried out in the sports practice of the sessions to work on the health and quality of life content in a fun and motivating way. To achieve this, a web and Smartphone application for the classroom called Classcraft is used as a complement to the didactic methodology, thus changing the way of teaching.
[EN]It is an Educational Intervention Program, as a Didactic Unit (UD), with which it is intended to direct the Physical Education classes (PE) for a 1st year of Compulsory Secondary Education (ESO) in an Andalusian teaching center . The UD seeks the acquisition of healthy lifestyle habits among students by applying a cooperative learning model based on an innovative perspective such as gamification through the application of challenges that will later be carried out in the sports practice of the sessions to work on the health and quality of life content in a fun and motivating way. To achieve this, a web and Smartphone application for the classroom called Classcraft is used as a complement to the didactic methodology, thus changing the way of teaching.
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Educación Física