GAMIFICATION: WHAT IS ALL THE FUSS ABOUT IT AND WHY IS IT TRENDY IN THIS DAY AND AGE?
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2019-09-25
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Jaén: Universidad de Jaén
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[ES]La piedra angular de este Trabajo de Fin de Máster es indagar en el término llamado
ludificación y las razones por las cuales se está implementado cada vez más colegios y
clases. Para ellos, se dibujará un mapa resaltando los momentos más exitosos en la corta
vida de la ludificación. Acto seguido, se tratarán las multitudes maneras para poder
gamificar el aula y el poder del uso de las TICs para gamificar/ludificar. Finalmente, se
pondrá un punto y final resaltando las ventajas y las desventajas de la implementación
de la ludificación/gamificación en el campo educativo.
Palabras clave
Ludificación/gamificación, dinámicas, mecánicas, componentes, TIC, ambiente
gamificado/ludificado, aprendizaje basado en juegos, Octalysis, motores clave,
gamificar/ludificar.
[EN]The cornerstone of this dissertation is to delve into the term gamification and the reasons whereby it is being currently implemented in schools. To do so, a map pointing out the most successful moments in gamification is going to be drawn. Afterwards, ways of gamifying a classroom and the use of ICTs to gamify a classroom are going to be depicted. Finally, every single aspect will be closed with a final flourish pointing out the assets and pitfalls of the implementation of gamification in educational field. Keywords Gamification, dynamics, mechanics, components, ICTs, gamified environment, game- based learning, Octalysis, core drivers, gamify.
[EN]The cornerstone of this dissertation is to delve into the term gamification and the reasons whereby it is being currently implemented in schools. To do so, a map pointing out the most successful moments in gamification is going to be drawn. Afterwards, ways of gamifying a classroom and the use of ICTs to gamify a classroom are going to be depicted. Finally, every single aspect will be closed with a final flourish pointing out the assets and pitfalls of the implementation of gamification in educational field. Keywords Gamification, dynamics, mechanics, components, ICTs, gamified environment, game- based learning, Octalysis, core drivers, gamify.
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