LUDIFICACIÓN Y APRENDIZAJE BASADO EN JUEGOS EN EL AULA: UNA APROXIMACIÓN TEÓRICA RESPECTO A LAS CIENCIAS SOCIALES
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2019-10-09
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Jaén: Universidad de Jaén
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[ES]La metodología conocida como gamificación no cesa de evolucionar y cada vez
se habla más sobre ella. En este trabajo de fin de máster se previsualizarán y
explorarán algunas de las posibilidades actuales de esta metodología innovadora, así
como del aprendizaje basado en juegos basándonos tanto en la bibliografía reciente
como en los recursos actualmente disponibles. La intención es contemplar en general
las grandes posibilidades en educación que ofrece la ludificación mediante
aproximaciones diversas, valorando tanto las las ventajas y desventajas de varias
formas de gamificación, y planteando una propuesta didáctica a partir de las
posibilidades de las mismas.
Se comentarán también las posibilidades que aportan juegos de mesa, juegos
de rol, videojuegos y habitaciones de escape respecto al aprendizaje basado en juegos,
además de las soluciones de gamificación específicamente diseñadas para la
enseñanza. Valorando las posibilidades de las diversas formas de utilizar estas
metodologías, se acercarán las distintas posibles aproximaciones a la gamificación
específicamente útiles para la enseñanza de las ciencias sociales, un área donde este
proceso podría ser bastante efectivo en algunos propósitos y áreas concretas de la
geografía y la historia. También se trata de valorar la adaptabilidad del proceso (que no
es un fin en sí mismo, sino una mera herramienta) a diversas situaciones de medios
materiales disponibles. En la proyección didáctica se propondrá el uso de gamificación
y aprendizaje basado en juegos con soluciones tanto tecnológicas como las que no lo
son y posibles adaptaciones para para menos medios disponibles y para solventar
situaciones de inconvenientes de tipo técnico.
Palabras clave: gamificación, ludificación, plataformas educativas, aprendizaje basado
en juegos, juegos de rol, juegos de mesa, videojuegos.
[EN]Gamification and game-based learning can both bring a lot of possibilities to education. In this master thesis both methods will be explored based on recent published bibliography and resources. To give an overview about the large range of posibilities that ludification can bring to education through different approaches is one of the main goals. Once an overview about the posibilities of these methods and their variety is done, a selection of them will be used to design a didactic proposal. Is very important to take into consideration not only the advantages, but also the disadvantages of the different paths to gamify. All of this should be reflected in a learning proposal based on the potential of ludification. Finally game-based learning with a variety of board games, roleplaying games, video games and scape rooms will be discussed, in addition of the gamification solutions specifically designed for education. A general summary could be useful to give quick view of the potential of each of those educational ways for teaching social sciences. These innovative techniques can be quite useful for some purposes and areas in social sciences like history and geography. The process is just a method and not an end. These techniques are quite flexible and adaptable to a variety of different situations and resources availability. In order to give a example of this, the educational program takes advantage of the new technologies and it also uses more traditional ways. This last path can be useful of lacking skills with the new technologies, material scarcity or to help overcome technical problems that might happen. Key words: Gamification, Ludification, Interactive Learning Platforms, Game-Based Learning, Roleplaying Games, Board Games and Scape Rooms.
[EN]Gamification and game-based learning can both bring a lot of possibilities to education. In this master thesis both methods will be explored based on recent published bibliography and resources. To give an overview about the large range of posibilities that ludification can bring to education through different approaches is one of the main goals. Once an overview about the posibilities of these methods and their variety is done, a selection of them will be used to design a didactic proposal. Is very important to take into consideration not only the advantages, but also the disadvantages of the different paths to gamify. All of this should be reflected in a learning proposal based on the potential of ludification. Finally game-based learning with a variety of board games, roleplaying games, video games and scape rooms will be discussed, in addition of the gamification solutions specifically designed for education. A general summary could be useful to give quick view of the potential of each of those educational ways for teaching social sciences. These innovative techniques can be quite useful for some purposes and areas in social sciences like history and geography. The process is just a method and not an end. These techniques are quite flexible and adaptable to a variety of different situations and resources availability. In order to give a example of this, the educational program takes advantage of the new technologies and it also uses more traditional ways. This last path can be useful of lacking skills with the new technologies, material scarcity or to help overcome technical problems that might happen. Key words: Gamification, Ludification, Interactive Learning Platforms, Game-Based Learning, Roleplaying Games, Board Games and Scape Rooms.
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Ciencias Sociales Geografía e Historia