Bases teóricas y aplicaciones prácticas de la gamificación en clase de ELE para un nivel A2.
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2020-10-09
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[ES] El presente trabajo fin de máster responde a una cuestión generada a lo largo del curso entorno al interrogante de cómo enseñar ELE de forma enriquecedora y usando las herramientas que tenemos a nuestro alcance. El siguiente documento incluye, en primer lugar, una fundamentación teórica sobre la gamificación y lo que ello conlleva. En segundo lugar, se apoya esta fundamentación en una propuesta práctica configurada con objetivos, contenidos, competencias, metodología y procesos de evaluación que se articulan entorno al hilo conductor de las herramientas gamificadas. El estudio aquí presentado pretende poner de manifiesto los beneficios de llevar al aula la gamificación para conseguir motivar al alumnado y favorecer de forma satisfactoria su proceso de enseñanza-aprendizaje.
[EN] This end of degree work is the answer to a general question generated along the whole year around the question of how to teach Spanish as a foreign language in an enriching way using the tools we have. The next document consists of, firstly, a theoretical foundation about gamification. Secondly, this foundation is supported by a practical proposal configurated with objectives, contents, key competences, methodology, and evaluation that are articulated around the use of gamification tools. The study that is showed here aims to present the benefits of using gamification to motivate the students and to favour in an effective way their learning process.
[EN] This end of degree work is the answer to a general question generated along the whole year around the question of how to teach Spanish as a foreign language in an enriching way using the tools we have. The next document consists of, firstly, a theoretical foundation about gamification. Secondly, this foundation is supported by a practical proposal configurated with objectives, contents, key competences, methodology, and evaluation that are articulated around the use of gamification tools. The study that is showed here aims to present the benefits of using gamification to motivate the students and to favour in an effective way their learning process.