La gamificación en clases de ciencias naturales
Archivos
NO SE HA AUTORIZADO la consulta de los documentos asociados
Fecha
2022-03-31
Autores
Título de la revista
ISSN de la revista
Título del volumen
Editor
Resumen
[ES] Este trabajo de Fin de Grado muestra un proyecto de innovación focalizado en el aprendizaje de las ciencias naturales a través de la gamificación en el aula de Educación Primaria , concretamente, para alumnos de 4°.
El aprendizaje de las ciencias naturales es esencial en la actualidad para nuestra vida diaria y debemos innovar en la forma de impartir esta área. La gamificación se expone como un método de aprendizaje motivador, que se origina en un proceso de enseñanza más atractivo y lúdico para el alumnado frente a otros métodos tradicionales.
En este trabajo se define qué es la gamificación, desde su origen hasta la actualidad, y sus partes esenciales para poder llevarla a cabo correctamente. Además, se presenta una propuesta de intervención en la que los alumnos aprenderán los contenidos del tema de ‘Las plantas'. Esta propuesta se desarrolla mediante una unidad didáctica que cuenta con diferentes niveles y retos basados en el juego de Súper Mario Bross, el cual se realiza con diversas herramientas TIC como el KAHOOT y algunos recursos tradicionales.
[EN] This End of Degree project shows an innovation project focused on learning natural sciences through gamification in the Primary Education classroom, specifically for 4th grade students. Learning the natural sciences is essential today for our daily lives and we must innovate in the way we teach this area. Gamification is exposed as a motivating learning method, which originates in a more attractive and playful teaching process for students compared to other traditional methods. This work defines what gamification is, from its origin to the present, and its essential parts to be able to carry it out correctly. In addition, an intervention proposal is presented in which the students will learn the contents of the 'Plants' theme. This proposal is developed through a didactic unit that has different levels and challenges based on the Super Mario Bross game, which is carried out with various ICT tools such as KAHOOT and some traditional resources.
[EN] This End of Degree project shows an innovation project focused on learning natural sciences through gamification in the Primary Education classroom, specifically for 4th grade students. Learning the natural sciences is essential today for our daily lives and we must innovate in the way we teach this area. Gamification is exposed as a motivating learning method, which originates in a more attractive and playful teaching process for students compared to other traditional methods. This work defines what gamification is, from its origin to the present, and its essential parts to be able to carry it out correctly. In addition, an intervention proposal is presented in which the students will learn the contents of the 'Plants' theme. This proposal is developed through a didactic unit that has different levels and challenges based on the Super Mario Bross game, which is carried out with various ICT tools such as KAHOOT and some traditional resources.
Descripción
Palabras clave
Educación Física