PROPUESTA DE GAMIFICACIÓN EN EDUCACIÓN FÍSICA BASADA EN EL VIDEOJUEGO KINGDOM HEARTS
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2019-06-17
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Jaén: Universidad de Jaén
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[ES]La práctica de actividad física es uno de los elementos más importantes en la salud de
los individuos debido a la multitud de beneficios que se obtienen de ella. Por ello,
entendemos fundamental inculcar hábitos de vida activos y saludables en los alumnos
de Educación secundaria, así como la adherencia a la práctica de actividad física, en
detrimento de los hábitos de vida sedentarios tan presentes actualmente.
Esto hace que se tenga la necesidad de innovar en las metodologías propias de la
educación física para así conseguir los objetivos planteados. En consecuencia, se
realiza un estudio bibliográfico para conocer la situación actual, y se utiliza la
gamificación como una estrategia de aprendizaje bastante útil para resolver los
problemas planteados anteriormente.
Además, en este mismo trabajo, encontraremos una propuesta de unidad didáctica
basada en el videojuego Kingdom Hearts aplicando la gamificación a una unidad
didáctica perteneneciente al bloque de contenidos Juegos y deportes propio de la
materia de Educación Física en Educación Secundaria.
Palabras clave: gamificación, actividad física, alumnos, educación secundaria.
[EN]The practice of physical activity is one of the fundamental pillars for the health of individuals due to all the benefits derived from it. Therefore, it is necessary to instil active and healthy lifestyle habits to our college ́s students, just as the adhesion to the practice of physical activity, instead of sedentary lifestyles so common nowadays. This causes that we have the need to innovate in the methodologys of physical education in order to achieve the objectives. In consequence, we have done a bibliographic studio to know the current situation and use the gamification as a learning strategy very useful to solve the problems which we find previously. In addition, in this study we can find a proposal of educational material based on the videogame “Kingdom Hearts”, applying the gamification in a educational material which belongs to content block: plays and sports of Physical Education in secondary school. Keywords: gamification, physical activity, students, secondary school.
[EN]The practice of physical activity is one of the fundamental pillars for the health of individuals due to all the benefits derived from it. Therefore, it is necessary to instil active and healthy lifestyle habits to our college ́s students, just as the adhesion to the practice of physical activity, instead of sedentary lifestyles so common nowadays. This causes that we have the need to innovate in the methodologys of physical education in order to achieve the objectives. In consequence, we have done a bibliographic studio to know the current situation and use the gamification as a learning strategy very useful to solve the problems which we find previously. In addition, in this study we can find a proposal of educational material based on the videogame “Kingdom Hearts”, applying the gamification in a educational material which belongs to content block: plays and sports of Physical Education in secondary school. Keywords: gamification, physical activity, students, secondary school.
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Educación Física