Gamificación en el aula de Educación Infantil: un proyecto para aumentar la seguridad en el alumnado a través de la superación de retos
Loading...
Identifiers
Publication date
Authors
Romero Rodríguez, Andrea
Espinosa Gallardo, Javier
Advisors/Tutors
Journal Title
Journal ISSN
Volume Title
Publisher
Share
Abstract
Es en la etapa de Educación Infantil cuando se produce una introducción al proceso
de lectoescritura; de este modo, es cuando pueden observarse las mayores diferencias
en el ritmo de aprendizaje entre unos y otros, lo que puede provocar una falta de confianza
a la hora de desempeñar sus actividades. Por ello se ha pensado en una forma atractiva que
estuviera basada en la superación de retos y que a su vez permitiera fomentar la motivación
de nuestro alumnado durante todo el proceso de enseñanza-aprendizaje. De esta forma, se ha
realizado una investigación bibliográfica sobre la gamificación como herramienta didáctica
para desarrollar una mentalidad de crecimiento en el alumnado a través de un aprendizaje basado
en retos (challenge-based learning), en un entorno en el que el juego es el protagonista.
Este proyecto pretende unificar la seguridad en el alumnado y la gamificación, considerando
que la oportuna conexión que existe entre ambas puede mejorar la necesidad de la que surge
la creación de este proyecto.
It is in Pre-School Education when students are introduced in the process of reading and writing, and so it is also when the greatest differences between pupils in the learning pace are noticed. This leads to a lack of confidence when performing their activities. Because of that, an attractive method has been designed, based on overcoming challenges that arise, which in turn allows to encourage the motivation of our students throughout their teaching-learning process. To this end, these authors have carried out a bibliographical research focusing on gamification as a didactic tool that can help develop students’ personal growth by means of a challenge-based learning methodology in an environment where games are the protagonist. The aim of this project is to unify confidence and gamification, believing that their existing connection can help improve what this project addresses precisely.
It is in Pre-School Education when students are introduced in the process of reading and writing, and so it is also when the greatest differences between pupils in the learning pace are noticed. This leads to a lack of confidence when performing their activities. Because of that, an attractive method has been designed, based on overcoming challenges that arise, which in turn allows to encourage the motivation of our students throughout their teaching-learning process. To this end, these authors have carried out a bibliographical research focusing on gamification as a didactic tool that can help develop students’ personal growth by means of a challenge-based learning methodology in an environment where games are the protagonist. The aim of this project is to unify confidence and gamification, believing that their existing connection can help improve what this project addresses precisely.


