LA APLICACIÓN DE LA GAMIFICACIÓN PARA LA MEJORA DE LA COMPETENCIA LINGÜÍSTICA EN LA ENSEÑANZA DE ELE EN ATAL: UNA PROPUESTA DIDÁCTICA
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2019-07-17
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Jaén: Universidad de Jaén
Resumen
[ES]El presente trabajo tiene por objeto la realización de una propuesta didáctica con
la elaboración de materiales didácticos utilizando la gamificación como herramienta de
enseñanza con el propósito de mejorar los conocimientos lingüísticos del alumnado de
ATAL. Nuestra propuesta didáctica se centra en el aprendizaje del léxico y mejora de la
competencia gramatical fortaleciendo, además, la comprensión y expresión oral y
escrita y aumentando la motivación, atención e interés. Para este fin, hemos realizado un
breve recorrido sobre las diferentes metodologías empleadas en la enseñanza y
aprendizaje de lenguas extranjeras desde el método de Gramática - Traducción hasta el
enfoque comunicativo, exponiendo las principales características de cada uno. Como
nos hemos planteado un contexto concreto, las ATAL, hemos analizado cómo surge
este concepto de aula en nuestro sistema educativo, sus características y los objetivos
principales que se plantean. Los estudiantes que atenderán a estas aulas están
caracterizados por una serie de necesidades y factores externos e internos que afectan de
una forma u otra en su proceso de aprendizaje y que, por tanto, debemos de tener en
cuenta a la hora de aplicar nuestra metodología de gamificación y de diseñar nuestras
actividades a llevar a cabo en el aula. Finalmente, hemos definido el concepto de
gamificación, sus componentes principales, así como los beneficios y posibles
problemas que pueden presentarse en el aula.
Palabras clave: gamificación, ATAL, competencia gramatical, competencia
comunicativa, aprendizaje, enseñanza.
[EN]This paper has the aim to carry out a didactic proposal through the elaboration of didactic materials using the gamification as the teaching tool with the objective to improve the linguistic knowledge of the students in ATAL. Our didactic proposal focuses on vocabulary learning and improvement of the grammatical competence in addition to strength the oral and written understanding and expression and to increase motivation, attention and interest. For this purpose, we have realized a brief overview of the different methodologies used in the teaching and learning of foreign languages since the Grammatic- Translation method until the communicative approach, presenting the main characteristics of each one. We have set a specific context, the ATAL, so that we have analysed how this concept emerged in our educational system as well as its characteristics and main objectives. The students of these classrooms will be characterized by a series of needs and external and internal factors that will affect in different ways their learning process, and therefore we need to consider when applying our gamification methodology and creating our activities for our classroom. Finally, we have defined the concept of gamification just as the benefits and possible problems that can arise in our classroom. Key words: gamification, ATAL, grammatical competence, communicative competence, learning, teaching.
[EN]This paper has the aim to carry out a didactic proposal through the elaboration of didactic materials using the gamification as the teaching tool with the objective to improve the linguistic knowledge of the students in ATAL. Our didactic proposal focuses on vocabulary learning and improvement of the grammatical competence in addition to strength the oral and written understanding and expression and to increase motivation, attention and interest. For this purpose, we have realized a brief overview of the different methodologies used in the teaching and learning of foreign languages since the Grammatic- Translation method until the communicative approach, presenting the main characteristics of each one. We have set a specific context, the ATAL, so that we have analysed how this concept emerged in our educational system as well as its characteristics and main objectives. The students of these classrooms will be characterized by a series of needs and external and internal factors that will affect in different ways their learning process, and therefore we need to consider when applying our gamification methodology and creating our activities for our classroom. Finally, we have defined the concept of gamification just as the benefits and possible problems that can arise in our classroom. Key words: gamification, ATAL, grammatical competence, communicative competence, learning, teaching.
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Enseñanza del español como lengua extranjera