LA GAMIFICACIÓN EN EDUCACIÓN INFANTIL
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Fecha
2017-05-23
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Jaén: Universidad de Jaén
Resumen
El presente trabajo se basa en una propuesta innovadora sobre gamificación. En la primera parte se incluye el marco teórico referente a la gamificación, apoyado en la recogida de información a través de fuentes bibliográficas y de bases de datos fundamentalmente de Internet, para conocer las definiciones de los diferentes autores, así como las características y usos que tiene.
En la segunda parte, se plantea una propuesta didáctica, basada en el uso de la gamificación en el aula
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con alumnos del 22 ciclo de Educación Infantil, concretamente, de 5 años.
La última parte del trabajo finaliza con las conclusiones obtenidas a partir del uso de la gamificación, revisando si se han cumplido los objetivos propuestos en este trabajo.
The present essay is based on an innovative proposal on gamification. The first part includes the theoretical framework regarding gamification, supported by the collection of information through bibliographical sources and Internet databases, in arder to get to know the definitions of the different authors, as well as the features and uses that it has. In the second part, a didactic proposal is proposed is made based on the use of gamification in the classroom with students of the 2nd cycle of lnfant Education, specifically, 5 years. The last part of the essay ended with the conclusions obtained from the use of gamification, reviewing if the objectives proposed in this essay were achieved.
The present essay is based on an innovative proposal on gamification. The first part includes the theoretical framework regarding gamification, supported by the collection of information through bibliographical sources and Internet databases, in arder to get to know the definitions of the different authors, as well as the features and uses that it has. In the second part, a didactic proposal is proposed is made based on the use of gamification in the classroom with students of the 2nd cycle of lnfant Education, specifically, 5 years. The last part of the essay ended with the conclusions obtained from the use of gamification, reviewing if the objectives proposed in this essay were achieved.