CREATING A POSITIVE EXPERIENCE WITH CLASSCRAFT AND THE LEARNING OF THE SUBJECT NATURAL SCIENCES IN THE CLASSROOM. A DIDACTIC PROPOSAL
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2024-09-23
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Jaén: Universidad de Jaén
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[ES] El presente Trabajo de Fin de Máster presenta una propuesta didáctica utilizando Classcraft como herramienta de
gamificación. La propuesta didáctica se compone de 7 sesiones y se ha diseñado para el aula de inglés de 2o de E.S.O.
Este trabajo pretende abordar diferentes metodologías, siendo la gamificación la principal, junto con el Aprendizaje
Cooperativo y el Enfoque por Tareas. Para ello, se han explicado las características y aplicabilidad de cada una de
ellas y se muestra cómo ponerlas en práctica para que el profesor cree un ambiente de desarrollo y de trabajo
cooperativo. Para su puesta en práctica, se ha utilizado Classcraft una aplicación con la que gamificar esta unidad
teniendo en cuenta el uso de las TIC y la motivación de los alumnos. Proponemos así un cambio en nuestros métodos
educativos con el fin de promover promover una verdadera educación de calidad centrada en las necesidades de
nuestros alumnos y ofreciendo una visión innovadora con respecto a la educación tradicional clásica.
[EN] The present Master’s final project presents a didactic intervention proposal using Classcraft as a gamified tool. It is composed of 7 sessions and is designed for the second Compulsory Secondary Education English classroom. This work aims to approach different methodologies, with Gamification as the main one, along with the Cooperative Learning and a Task-based Approach. It is traced the characteristics and applicability of each one. These methodologies are going to be used in a way that the teacher creates an atmosphere of inner development and cooperative work. For its execution, Classcraft has been used as an application to gamify this unit considering the use of ICT and the motivation of the students. We propose a change in our educational methods to promote a real quality education focused on the needs of our students and offering an innovative vision concerning traditional classical education.
[EN] The present Master’s final project presents a didactic intervention proposal using Classcraft as a gamified tool. It is composed of 7 sessions and is designed for the second Compulsory Secondary Education English classroom. This work aims to approach different methodologies, with Gamification as the main one, along with the Cooperative Learning and a Task-based Approach. It is traced the characteristics and applicability of each one. These methodologies are going to be used in a way that the teacher creates an atmosphere of inner development and cooperative work. For its execution, Classcraft has been used as an application to gamify this unit considering the use of ICT and the motivation of the students. We propose a change in our educational methods to promote a real quality education focused on the needs of our students and offering an innovative vision concerning traditional classical education.