Gamifcation
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El objetivo del presente estudio es comprender y analizar los procesos de aprendizaje generados en dos aulas de primaria, tercero y cuarto curso, mediante el uso de un multimedia educativo, Jclic, y el videojuego Hearthstone, como... more
El objetivo del presente estudio es comprender y analizar los procesos de aprendizaje generados en dos aulas de primaria, tercero y cuarto curso, mediante el uso de un multimedia educativo, Jclic, y el videojuego Hearthstone, como herramientas de apoyo al desarrollo del cálculo mental y la resolución de problemas. La metodología seguida ha sido el estudio de caso mediante un enfoque de investigación-acción en los dos cursos mencionados en una población de 34 participantes. Los resultados obtenidos tanto desde el punto de vista del desarrollo cognitivo como social y personal han sido positivos respecto al uso del juego como herramienta de aprendizaje, y en especial en el uso de los videojuegos y su potencial educativo, estimulando la motivación, elemento clave en el proceso de aprendizaje, mediante la asunción de retos cada vez más complejos.
The objective of the present study is to understand and analyze the learning processes generated in two primary classroom, third and fourth levels, through the use of Jclic, an educational multimedia, and the videogame Hearthstone, as tools to support the development of mental calculation and problem solving. The methodology followed has been the case study using a research-action approach in the two courses mentioned before with a population of 34 participants. The results obtained both from the point of view of cognitive development and social and personal have been positive regarding the use of the game as a learning tool, and especially in the use of video games and their educational potential, stimulating motivation, a key element in the process of learning, through the assumption of increasingly complex challenges.
The objective of the present study is to understand and analyze the learning processes generated in two primary classroom, third and fourth levels, through the use of Jclic, an educational multimedia, and the videogame Hearthstone, as tools to support the development of mental calculation and problem solving. The methodology followed has been the case study using a research-action approach in the two courses mentioned before with a population of 34 participants. The results obtained both from the point of view of cognitive development and social and personal have been positive regarding the use of the game as a learning tool, and especially in the use of video games and their educational potential, stimulating motivation, a key element in the process of learning, through the assumption of increasingly complex challenges.