Experiencia de gamificación en Secundaria en el Aprendizaje de Sistemas Digitales

IF 1.9 Q2 EDUCATION & EDUCATIONAL RESEARCH
Jesús Carlos Díez Rioja, David Bañeres Besora, Montse Serra Vizern
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引用次数: 15

Abstract

Games have always been used in order to motivate learning at early ages. Nevertheless, during teen years, playing games have often been stigmatized as a waste of time. Thus, the phenomenon of gamification has become recently a methodological trend with a relevant presence in the classroom. In this paper, an analysis of previous work in gamification is performed in primary and secondary education. Next, the experience carried out at a secondary school in Barcelona is described where a program has been implemented ad hoc to teach, in a playful way, contents of digital systems in the context of the Industrial Technology course in secondary school. The results of the experience and the students’ opinion that have been positive are summarized in this paper.
在中学学习数字系统的游戏化经验
游戏一直被用来激励孩子们在早期学习。然而,在青少年时期,玩游戏经常被认为是浪费时间。因此,游戏化现象最近已经成为一种与课堂相关的方法论趋势。在本文中,对游戏化在中小学教育中的前期工作进行了分析。接下来,本文描述了在巴塞罗那一所中学开展的经验,在该中学工业技术课程的背景下,以一种有趣的方式实施了一个专门教授数字系统内容的项目。总结了实践的结果和学生们的积极评价。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Education in the Knowledge Society
Education in the Knowledge Society EDUCATION & EDUCATIONAL RESEARCH-
自引率
10.30%
发文量
27
审稿时长
4 weeks
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