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The Escape Book: a link between literature, gamification and escape room
The read-out process involving boys and girls from an early age can be divided into four distinct reading ages, each of which is characterised by particular tastes and literary works. On the basis of Gasol and Aràngea, (2000) and the Peonza Team (1995) (cited by Prado, 2011), these are as follows: 1...
New Reviewing Complutense Education
New number of the Complutense Review of Education The new Complutense Reviewing Number of Education (Vol. 29, 1) includes a total of 17 articles addressing topics such as: mentors’ practices, pedagogical relationship, sMOOCs, teacher training, gamification in e-learning environments, apprenticeship/...
HUMAN PROJECT 2.0: A gamification experience at Grades in Psychology
[ES] The Human 2.0 project is a gamification carried out on the university classroom of the Development Psychology subject. During their development, pupils have created their human beings, name them and study their development throughout a series of phases and missions, including challenges, badges...
Qualitative research of educational experiences: ‘Transmedia: #elcontenidodelfuturo’ and ‘The Grammar Army’
This inquiry aims to discover the appreciation of educational experiences of teachers involved in two Common Programme projects in the development of strategies and competences. These designs are characterised by innovation through transmedia formats attractive to these generations. The method is qu...
Experience of ‘gamification’ in financial and tax law. The integration of gambling dynamics and their results: the Kahoot!
this work shows the teaching experience involved in the use of ‘gamification’ techniques in the subject of ‘Foundations of Financial and Tax Law for Labour Relations’ of the first course of the Grado en Relaciones Laborales delivered during the 2019-2020 academic year, in particular the use of the K...
Gamification in the kindergarten classroom: a project to increase learner safety by overcoming challenges
It is at the stage of early childhood education when there is an introduction to the literacy process; in this way, it is when the greatest differences in the pace of learning between them can be observed, which may lead to a lack of confidence in carrying out their activities. This is why it has be...
Gamification in the teaching of clinical linguistics: a Cluedo for Language Disorder
The experience we present in this article is a response to the difficulty expressed by students in the Intervention of Learning Trains, Communication, Language and Conduct in the Degree of Child Education at the International University of Valencia, in applying theoretical knowledge to practice. In...
Gamification as a new trend in online communication strategies
Theoreco-practical study of gamification and its different forms of application in online co-location strategies. After a tour of the origins of gamification and its key foundations, I draw up a comparison of 6 gamification systems that helped me draw different conclusions. My aim has been to draft...
Gamification proposal for language disorder learning: Diagnostic dashboard
[ES] The purpose of this project is to introduce classroom gamification techniques with the aim of motivating students to learn complex content, such as language disorders at school age, in the subject Psychoeducational intervention on language difficulties in the school context, in the second year...
Development of an application for recreation/gamification adapted to different environments (iOS, Android, Web)
[ES] The project consists of the development of a multiple-player quiz based game as a gamification technique for learning across disciplines. There are users with licences to create games with questions in 6 categories, so that each question belongs to a single category and has 4 possible answers o...
Ludified project for ELE teaching in the Japanese university classroom
This article deals with the use of ICT-based methodologies; more specifically, on gamification as a motivating factor in the teaching and learning process in a Japanese university context for teaching Spanish as a foreign language. Method: a mixed study (quasi-experimental and transversal) applied t...
¿Indicativo o subjuntivo? elige tu propia aventura: una actividad digital para fomentar el aprendizaje de una gramática cognitiva
MONOGRAFÍA: ENSEÑANZA DE LA GRAMÁTICA EN ELE: RESULTADOS DE INVESTIGACIÓN Y NUEVAS PROPUESTAS La enseñanza de una gramática cognitiva se va perfilando como una forma efectiva de explicar contenidos que durante mucho tiempo se han presentado como sujetos a numerosas reglas de gramática y sus casi...
Escape-room gamification project applied to a bilingual primary education classroom with the AICLE approach
This work has won an Accésit from the 2019 Financial Studies Award for Education and New Technologies. In bilingual classrooms carrying out integrated learning of content and foreign languages (AICLE), there is a need for gamified environments, as students will have to be highly motivated to learn v...
Technological resources for the integration of gamification into the classroom
The main objective of this article is to clarify the current provision of technological tools applicable to the learning perspective of gamification. To this end, we have looked into a commonly used search engine on the internet in order to obtain information on technological resources to build a be...
Cline, E. (2011). Ready Player One. Editions B (Nova), 462 pp.
in 2011, Ernest Cline was walking with a DeLorean DMC-12 purchased in eBay by EE. The USA advertises its newly published novel Ready Player One. Not only was it an advertising strategy that was very much in line with the content of the novel, the rationale of which would lead us to travel over time...
Play interaction: towards media education. Systematic review of scientific literature
Internet is a learning space that encourages new educational practices in which media use becomes a form of literacy. 21st century students have grown up with the internet, new media and games, revolutionising the way they interact and learn. Recognising serious games, simulation and gamification as...
The engagement of participants in MOOC (Massive Open Online Courses): Analysis of the instructional design and alternative elements
The Massive Open Online Courses (MOOCs) have meant a learning and entrepreneurial opportunity in the educational arena. This research addresses a case of study, the aim of which is to know and identify the characteristics that have an impact on the motivation of the video lesson participants making...
An example of exhaust activity room on physics and chemistry in secondary education
After introducing gamification as a learning resource, the characteristics of a particular tool of this kind, the escape room, are discussed and information is collected from a case, prepared as a review activity for the physics and chemistry subject of ESO 3°. It was given a multidisciplinary natur...
Evaluation of the design of a gamified intervention programme for the development of historical thinking in primary education students
In recent decades, the development of historical thinking in pupils has become more important in historical education, as well as the need to modify and improve teaching methods and strategies. As a result, an educational programme based on gamification has been designed, taking into account the the...
Reflexiones para la introducción de Colaboración y Gamificación en MOOC / Considerations for the introduction of Collaboration and Gamification in MOOCs
Los MOOC (Massive Open Online Courses) siguen irrumpiendo en contextos universitarios de manera significativa. De forma mayoritaria, estos cursos se ofrecen como formación y aprendizaje de acceso universal, propiciando nuevos desafíos en la enseñanza y en sus planteamientos pedagógicos. A pesar de l...
Valor pedagògic del repositori comú de coneixements per a cursos de Direcció d'Empreses
<p>L´objectiu d´este article és presentar una nova metodologia que rep per nom <em>Pool of Knowledge</em> i que serà útil per al professorat de Direcció d'Empreses que imparteixin docència en anglès i / o valencià. Esta nova metodologia també es proposa com una eina útil per a la impartició d´altre...
Isolated programme: gamification as a strategy to promote social and emotional learning
The objective of this study is to describe two experiences of implementing an intervention programme aimed at young Spanish and Dominican young people and adolescents. The programme is developed through the gamification strategy through the “isolated” video game that contributes to the development o...
Gamification and adaptive learning for skills development: The case of the subject Algoritmos y Structures of Data
Other shooters were the reasons for this thesis. On the one hand, the assurance that the application of the techno-pedagogical tools learned during the training of the master would improve teaching practice; on the other hand, the same tools could be used to develop students’ skills; finally, the pa...
Promoting water awareness among university students through a game as a didactic strategy
The article proposes a learning strategy through the cooperative game to promote water awareness among the student population of Business Administration at the University of Amazonia in the Colombian Amazonian piedemonte. It is applied research in the field of education with a cross-sectional, descr...
Gamification and strengthening of oral skill in English for early childhood
Research aimed to identify the impact of implementing gamified educational material to strengthen oral skill in English on early childhood students. The study had a descriptive quantitative approach, with initial and final testing, which made it possible to determine the learning gain of 50 students...