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Revista Iberoamericana de educación
In recent years, pedagogical practices in Latin America have had to migrate prematurely towards digitalization, but in the absence of firm foundations, learning results have been unsatisfactory. Usually, the tools used by teachers are not practical and attractive, especially for students of early ages. The project deals with the development of an educational RPG (role-playing game) video game which contains different levels that group the learning areas included in the STEAM methodology (science, technology, engineering, arts, math) whose story is based on the prevention of covid-19 by applying concepts learned within the respective school curriculum. Different strategies were implemented, such as gamification, formative process and feedback, which allow the deployment of skills, abilities and competencies that facilitate children to adjust interactively to their learning environments. For the validation of the video game, a checklist was made with the most important dimensions of a...
Education Sciences & Society - ISSN 2038-9442
M. De Castro, M. Marsano, U. Zona, F. Bocci - Video game dynamics in unplugged mode for innovative and inclusive teaching 12018 •
The authors of this essay analyze the educational opportunities offered by video games by experimenting with an unplugged design, carried out within the framework of a Laboratory of Educational Technologies at the Degree Course in Primary Education Sciences at the University of Roma Tre. The aim was to enable students, future teachers, to build, in teams, a video game environment that could be reproduced even in the absence of the digital devices on which it is usually implemented and through which it can be reproduced. This last circumstance can occur in many school complexes, unfortunately still lacking adequate structures and instruments. The educational and pedagogical mission of the Laboratory was also to allow future teachers to experiment in a protected environment, the university one, the video game principles applicable even in disadvantaged class contexts. The educational objective was to ensure that the students involved in the design of the game master the philosophy of gamification, so that they could take advantage of it wisely and consciously in their future classes.
A commentary on using videogames in the classroom followed by a research presentation I gave at the X Congreso de Investigación en la Educación (10th Congress of Education Research).
Modern technologies such as information technology and educational technology have become an integral part of modern society. With this technological development, teaching styles have changed. Modern educational technology has had a substantial impact on the process, techniques, etc. used by educators. In order to incorporate game-based learning into student education, a better understanding of the advantages and methods for application are required for both teachers and researchers. This paper is intended to provide guidance on how to properly develop a digital game for educational purposes, and focuses on how to determine the appropriate structure for the game itself as well as the appropriate techniques for incorporating digital games into school syllabi. In this paper we will measure the effectiveness of digital games that are already in use with the intention of justifying a collaboration between the education system and digital games, while at the same time acknowledging that the education provided by digital games is not as holistic as it may be considered, and it must be carefully integrated into school curriculum in order to be effective. In addition, this paper considers which factors can increase both student engagement and the level of their educational knowledge.
Brazilian Journal of Development
Gamification and early childhood education in the context of the pandemic / Gamificação e educação infantil no contexto da pandemiaThis article brings discussions about the characteristics o gamified classes and how they can be inserted in the context of Early Childhood Education. Gamification is a new concept, arising from new technologies associated with education. From this new concept, the teacher can use the concepts of games (games), used on the internet, in daily work in the classroom. When you read the term gamification, it is initially associated with the need for computers, smartphones and other technology-related hardware, but gamification brings a broad concept that can be used in different educational contexts. The general objective of the research, therefore, is to present the concept of gamification and how it can be used in Kindergarten classes. This is a bibliographical, qualitative research that analyzed the theme in question from the material produced and published in Brazil. The research concludes that gamification is an effective and interesting work proposal in Early Childhood Education, c...
2017 •
Knowledge institutions are often distracted by themselves and unable to understand what happens in the world of cultural consumption. the videogame, for example, is quite different from all other media forms, owning its peculiar language, the gameplay: an interactive, experiential participation which guarantees a form of involvement that no other medium has. If every medium carries an educational potential, the use of video-games as a learning tool still remains largely undefined. To implement video game within the educational system may look like a radical revolution. We should try different solutions: the so called " gamification " approach, using videogame dynamics within our common educational framework or " Simulation Based Learning " using virtual worlds in which teachers and students can simulate experiences by their own rules. Experience based Learning provided by video games may become the ultimate form of contextual education. It is able to simulate a real-life experience, improving both student engagement and learning. We have to look at the games as a tool, whose value in education depends on how they are used as part a comprehensive strategy. The traditional methods of education are focused on the acquisition of skills in the individual subjects, often neglecting crucial components for success, such as communication and collaboration. I try to define an optimal, real-life solution that decreases the centrality of the written medium, currently at the base of the educational system, merging and integrating it with new tools and techniques, adding to the traditional literacy processes a renewed techno-literacy, necessary for students to communicate and learn.
This dissertation explores the close relation between computer games and learning objects as well as the learning principles embedded in them. It recognizes their usefulness as instruments in the teaching-learning process when they are selected and integrated into a lesson through an instructional model. With that idea as the basis, the model proposed here is anchored in a socio-constructivist approach that fits alongside the competencies-based approach used in secondary education in Mexico where it is situated. Due to the nature of the context that surrounds the instructional model proposed, it cannot be solely based on a cultural studies or media studies methodological framework. The instructional model proposed in this research links aspects of both instructional design and instructional theory to develop its propositions and arguments towards the construction of learning environments that embody situated practice, problem solving, and computer games as learning objects in a lesson’s instructional design. Consequently, it draws from different learning theories, teaching methods, strategies, principles of learning, and instructional practices.
International Journal of Arts Humanities and Social Sciences Studies
Gamification: Another Perspective Of Pedagogy Belén Escalante de Trías2022 •
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