Uso de la gamificación como metodología de aprendizaje
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Universidad de Oviedo
info
- Konstantina Konstantinidi (coord.)
Publisher: Adaya Press
ISBN: 978-84-124511-4-6
Year of publication: 2022
Pages: 65-74
Type: Book chapter
Abstract
The general objective of the use of gamification is to enrich classroom teaching by using technology for the creation of innovative educational methodologies. To achieve this, digital tools are introduced in the classroom, which will encourage student participation and interaction, helping students to become more actively involved in their learning process. The use of gamification is intended to introduce changes in the more traditional paradigms of education, but not by introducing technology to replicate what is done in the classroom, rather by using active methodologies that enhance the active role of the student in order to promote deep learning where the student is aware of his own process, creating key activities for the teacher that are aligned with the skills to be acquired and that represent a challenge for the student.