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Gamification Essay: Cristian Ferney Castaño Escalante

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SCHOOL OF EDUCATION AND PEDAGOGY

FACULTY OF EDUCATION

BACHELOR IN ENGLISH AND SPANISH - DISTANCE

Gamification Essay
Cristian Ferney Castaño Escalante

TEACHER
Blanca Ivone Montes De Oca Ospina

Communicative Competence in English Language II


Medellin
2018
Gamify The World

“Are video games bad? That same thing they said about Rock”
Shigeru Miyamoto.

Videogames have been classified as leisure activities that are a total waste of
time, which impede youth and denigrate moral values, we are going to change
that image and transform the universe into a videogame.
Gamification: is the funniest way to create many strategies to teach, to be used
in Psychology and the most important, for play; its structure motivates the student
to discover new worlds through the new experience and the combination of each
sense of the student. Gamification not only refers to a digital world but also to
table games like chess, which improves the focus and strategy. In the digital
world, games like Minecraft and Terraria combine the principal focus points of the
Civil Engineering showing that to the player. Do you still think video games are a
waste of time?
Jane McGonigal in a TED talk 2010 said:
…“The Online video games can create a best world” because it requires extreme
concentration to address and solve the complex problems that arise in the
adventure of the game and if that concentration was used to solve a political
problem, mathematical order or a global crisis within it? It would be much easier
and fun to solve these problems.”
In this century video games are the option of the young people to create a new
environment for other people with characteristics that they like, for example
games like Minecraft give the students the basic concepts of Civil Engineering,
collaboration, organization, planning, economy, to mention some skills; League
of Legends takes the fantasy of the books and brings it to the reality, Tetris
improves the logical math ability as mentioned in an article of BioMed Central
Limited: “Brain imaging shows playing Tetris leads to a thicker cortex and may
also increase brain efficiency, according to a new study. A research team based
in New Mexico is one of the first to investigate the effects of practice in the brain
using two image techniques. Haier, R. (2009)
We are not machines, because the learning process is directed towards a
necessary absorption of information; it is not enough just to have a piece of the
knowledge pie, but to motivate the student to really interact with the learning
because learning lesson by lesson turns the learning process into a boring and
routine mechanical process, we must examine, plan and design new strategies
to learn transforming even the courses and the structure of the subjects
generating new learning opportunities.
Alfredo Hernando Calvo in his book, A Journey to 21st Century Education,
chapter (#11) “A Videogame called Curriculum”, said:
…“Digital devices allow us to open our projects in spaces that cross reality and
the screen. Augmented reality is the term used to refer to these spaces, to
permeable boundaries between the physical and the virtual where the transmedia
narrative makes more sense. Thanks to augmented reality, we can see elements,
first invisible that we only discover when using cameras and other applications of
digital devices, with which we create a mixed reality: a space with real elements
and virtual elements that we perceive thanks to the technology.”
Open the door to any teacher in the world. Thanks to programs such as Skype or
Google Hangout, we can organize free videoconferences in our own classroom
with people from all over the world. Do not put yourself the limitations that
technology does not give you. Try to have conversations with singers, writers,
teachers from other countries with different languages that help us in our own
lives learning and living. The world is big, and technology allows us to open a
window in our classroom”.
The game model really works because it motivates the students, developing a
greater commitment of the people, and encouraging the spirit of improvement. A
series of mechanical and dynamic techniques extrapolated from the games are
used. It can be used to think many things, to teach other languages, to teach
other subjects such as history, math. You can teach about different parts of other
world, many students use the videogames to teach, to design, to create other
structures.
Bibliography

 Wilkens, Kim. (2011). TED talk. United States: Gamification of Education.


https://ed.ted.com/on/uk36wtoi

 McGonigal, Jane. (2010). TED talk. New York: The Video Games can save
the World.
https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_
world?language=es#t-120472

 Haier, Richard. (2009). Science News. United States: Is Tetris Good For
The Brain?
https://www.sciencedaily.com/releases/2009/09/090901082851.htm

 Gaitan, Virginia. (2013). Educative. Spain: Gamification: The Fun Way To


Learn. https://www.educativa.com/blog-articulos/gamificacion-el-
aprendizaje-divertido/

 Calvo, Hernando. (2015). Madrid – Spain: Fundacion Telefonica: A


Journey To 21st Century Education.
file:///C:/Users/Chris/Downloads/Journey-interactive-18012016.pdf

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