Gamification in teachers for the teaching of history at the baccalaureate level
DOI:
https://doi.org/10.51798/sijis.v4i1.533Keywords:
Gamification, Teachers, Education, BaccalaureatAbstract
The present work is based on a didactic proposal in gamification as a teaching strategy for the subject of History, in order to provide teaching staff with an approach towards the application of this strategy as a response to the problems that arise in the classroom classes at the time of having a continuous traditionalist methodology. The methodological change constitutes for the teacher the overcoming of traditional linear approaches, for this reason the importance of innovating the teaching methodology with activities that motivate and promote the integral formation of students is exposed (Fidalgo, 2020), likewise, it is detailed in detail. clear and simple the elements of a gamified project that allow its joint development. The activities proposed in this project have the purpose of developing together with the participants a didactic unit in the subject of history and they can acquire by themselves an experience in gamification, facilitating its implementation in the classroom and above all serving as a reference for the next projects that each participant plans to carry out, according to the needs of their students and the theme that is being taught.
References
Bermudez. (October 5, 2018). National University of Valencia. Obtained from Being a teacher: beyond teaching content, transmitting learning experiences: https://www.universidadviu.com/int/actualidad/nuestros-expertos/ser-docente-mas-alla-de-ensenar-contenidos-transmitir- experiences-of
Carrillo, M. (2009). Motivation and learning. Otherness, 23-24.
Casanova, M. (1998). Educational evaluation manual. Basic school. Madrid: Wall.
Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In European Conference on Games Based Learning (Vol. 1, p. 50). Academic Conferences International Limited.
Contreras, R., & Eguia, J. (2017). Gamification experiences in the classroom. InCom-UAB Publications, 7-8.
Del Mundo, D. C. (2021). Project (G.O.A.L) Gamified Off-line Alterative Learning approach to grade 7 science. Sapienza: International Journal of Interdisciplinary Studies, 2(2), 46–54. https://doi.org/10.51798/sijis.v2i2.99
Fidalgo, A. (January 2, 2020). Educational Innovation. Retrieved from https://innovacioneducativa.wordpress.com/2020/01/02/que-es-una-tendencia-de-innovacion-educativa-y-cuales-han-sido-las-mas-populares-en-2019/
Fonseca, L. (2019). New strategies for teaching and learning from gamification, 52-53. Bogota.
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). Ieee.
Lerner, V. (1997). How we teach history. Teaching materials and their suitability for teachers and students. Mexico.
Marqués, L. (August 6, 2012). Elements involved in the teaching and learning process. Ecuador.
Neumer, E. to. (1981). Pedagogy. Havana: Books for education.
Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification applications in E-learning: A literature review. Technology, Knowledge and Learning, 27(1), 139-159.
Tapullima Mori, C., & Ramírez García, G. (2022). Procrastinación académica y bienestar psicológico en estudiantes universitarios durante las clases virtuales. Sapienza: International Journal of Interdisciplinary Studies, 3(1), 96–105. https://doi.org/10.51798/sijis.v3i1.210
Vega, M. (2014). Scientific Life High School Science Bulletin No. 4, 2(4). Retrieved from What a good student needs: https://repository.uaeh.edu.mx/revistas/index.php/prepa4/article/view/1898.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Enrique Vicente Quinto Saritama, Marjorie Maribel Romero Serrano, Jonathan Patricio Fajardo Fajardo, Rubia Estrella Jiménez Calva, Henry Nicolas Logroño Mendoza
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.