La mecnica del juego en el profesorado para la enseanza

 

Game mechanics in teaching for teaching

 

Mecnica de jogos em professores para a docncia

 

Norma Graciela Haro-Chico I
gracyelaharo@gmail.com
https://orcid.org/0009-0007-9279-650X 
,Mara Soledad Crdenas-Palacios II
maria.s.cardenas.p@unl.edu.ec
https://orcid.org/0000-0002-2337-5708
Raquel Alexandra Ordoez-Ordoez III
raquel.ordonez@unl.edu.ec
https://orcid.org/0009-0001-2228-7300
,Andrea de Los ngeles Ayala-Martnez IV
andreaam93@hotmail.com
https://orcid.org/0009-0005-4603-6871
Elida del Cisne Alvarado-Jaramillo V
elida.alvarado@unl.edu.ec
https://orcid.org/0000-0002-9473-2899
,Yasmania Alejandra Morocho-Zaruma VI
yasmania.morocho@unl.edu.ec
https://orcid.org/0009-0008-1200-8348
 

 

 

 

 

 

 

 

 

 

 

 


Correspondencia: gracyelaharo@gmail.com

 

Ciencias de la Educacin

Artculo de Investigacin

 

 

* Recibido: 16 de agosto de 2024 *Aceptado: 30 de septiembre de 2024 * Publicado: 30 de octubre de 2024

 

        I.            Investigador Independiente, Ecuador.

      II.            Universidad Nacional de LOJA, UNL, Ecuador.

   III.            Universidad Nacional de LOJA, UNL, Ecuador.

   IV.            Investigador Independiente, Ecuador.

     V.            Professor at National University of Loja, Master in Comprehensive Auditing at Private Technical University of Loja, Ecuador.

   VI.            UNL National University of Loja, Master in Psychopedagogy, Ecuador.


Resumen

El presente trabajo se fundamenta en una propuesta didctica en gamificacin como estrategia de enseanza para la asignatura de Historia, con el fin de brindar al personal docente un enfoque hacia la aplicacin de esta estrategia como respuesta a las problemticas que se presentan en las clases al momento de contar con una metodologa tradicionalista continua.

El cambio metodolgico constituye para el docente la superacin de los enfoques lineales tradicionales, por ello se expone la importancia de innovar la metodologa de enseanza con actividades que motiven y promuevan la formacin integral de los estudiantes (Fidalgo, 2020), as mismo, se detalla de manera clara y sencilla los elementos de un proyecto gamificado que permitan su desarrollo conjunto.

Las actividades propuestas en este proyecto tienen como finalidad desarrollar junto a los participantes una unidad didctica en la asignatura de Historia y puedan adquirir por s mismos una experiencia en gamificacin, facilitando su implementacin en el aula y sobre todo sirviendo como referente para los prximos proyectos que cada participante planee realizar, de acuerdo a las necesidades de sus estudiantes y la temtica que se est impartiendo.

Palabras clave: Gamificacin; Docentes; Educacin; Bachillerato.

 

Abstract

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.

Keywords: Gamification; Teachers; Education; Baccalaureat.

 

Resumo

O presente trabalho baseia-se numa proposta didtica em gamificao como estratgia de ensino da disciplina de Histria, de forma a proporcionar ao corpo docente uma abordagem para a aplicao desta estratgia como resposta aos problemas que surgem na sala de aula. aulas no momento de ter uma metodologia tradicionalista contnua.

A mudana metodolgica constitui para o professor a superao das tradicionais abordagens lineares, pelo que exposta a importncia de inovar a metodologia de ensino com atividades que motivem e promovam a formao integral dos alunos (Fidalgo, 2020), da mesma forma, detalhadamente detalhada . claros e simples os elementos de um projeto gamificado que permitem o seu desenvolvimento conjunto.

As atividades propostas neste projeto tm como objetivo desenvolver em conjunto com os participantes uma unidade didtica na disciplina de histria e estes possam adquirir por si prprios uma experincia em gamificao, facilitando a sua implementao em sala de aula e acima de tudo servindo de referncia para o seguinte.

Palavras-chave: Gamificao; Professores; Educao; Bacharelato.

 

Introduction

Currently in Ecuador and despite the numerous efforts of professionals and researchers in the educational field, a traditionalist approach still persists when teaching classes whose purpose is discipline and obedience, for this the teacher assumes power and authority as an essential transmitter of knowledge, with a single fundamental method based on expository discourse and verbal procedures (Carrillo, 2009), therefore, student participation is very limited, since their learning is reduced to repeating and memorizing. If the student is taken as a sponge that should only absorb knowledge by rote, we are not allowing them to develop socio-emotional and autonomy skills for life.

In this regard (Vega, 2014) states "in order for the student to achieve autonomy, he must acquire a need that allows him to be fully involved in the search for information and learning from it". Likewise, he must show an interest in the topic being addressed, therefore, the teacher will have to plan his activities and methodological strategies in such a way that it attracts the student's attention and they can understand that what they are studying will serve them in their daily life. and is directly linked to their tastes and emotions, in turn, (Bermdez, 2018) expresses that "the challenge of a teacher of this century is to generate learning experiences to motivate students' capacity for wonder" so in In our work we must opt for new methodologies with didactic actions that favor motivation and find the content much more attractive.

Based on what has been stated, this master's thesis as a contribution to teachers and their continuous training, addresses issues related to the creation of a motivating environment for students with the incorporation of ICT in the classroom, specifically showing various guidelines for implementing gamification in the teaching of History, this subject being one of the most theoretical and passive when it comes to presenting its content to students (Lerner, 1997), which is why it is taken as a reference for a methodological change. in educational practice.

As teachers we are constantly searching for educational innovation, strategies and various methods that motivate the student. In this context, gamification is found as a teaching-learning technique since it transfers the mechanics of games to the classroom with the aim of In order to achieve better results in obtaining the interest and motivation of the students (Contreras, R., & Eguia, J. 2017), this technique allows focusing the contents from another perspective, since the activities are generated from the dynamics of the game. , allowing the student to face learning from a much more attractive point of view, being playful and fun, generates significant experiences among other great advantages offered by its implementation in teaching.

 

Methods

The sectioned didactic methodology to train history teachers in the use of gamification in the teaching process has been proposed through the implementation of various methods and techniques for both teaching and evaluating, a mixed approach based on bibliographic research with analysis of basic concepts of education, innovation, gamification and the study of technological tools that will be essential in the elaboration of the gamified didactic unit as a response to the methodological change of the teaching-learning process that is required.

To comply with the first specific objective, the proposal is based on the execution of the first four activities through a lecture by the instructor, on the various concepts, differences and new teaching methodologies, using audiovisual media to avoid the traditional method based on the exhibition of contents, these themes have reflection activities, surveys and participation in forums.

The second objective is achieved with the other activities proposed since all the work with the participants will be practical, the necessary indications of the use of each resource necessary in the creation of the elements that make up the gamification material will be given, the activities are planned with the purpose of developing together with the participants the didactic unit in the history subject as a reference for future projects that each training participant plans to carry out according to the needs that arise, both with the students and in the theme that is imparting.

This proposal also allows teaching staff to practice various technological tools such as Kahoot, Genially, Mentimeter, Canva, loom, padlet, draw roulette, etc., promoting the development of information technology skills among teachers and Increased your repository of digital resources that you can use with your students afterwards.

 

Results and Discussion

The evaluation of learning is a fundamental element within the training processes since they allow enriching the construction of knowledge based on the shortcomings that can be detected in its application, for this there are various techniques or procedures to collect information systematically. Casanova (1998) mentions the following: observation, project development, portfolio, rating scales, recordings, questionnaires, among others.

For the present work, with the purpose of knowing the level of knowledge that the teaching staff acquires during the training process in the implementation of gamification as a teaching strategy, an initial survey was carried out with the purpose of identifying the knowledge in technological tools that each participant possesses. The following instrument is shown below:

 

 

 

 

 

 

Table 1: Initial survey

1.                  How would you rate your knowledge and handling of technology?

 

RegularExcellent

 

2. What technological tools have you used in your teaching work?

3. What active methodologies have you used when teaching classes?

4. Do you know about gamification?

YES NO

Si su respuesta es s, cmo la describira?

5. Have you used games as a resource in your classes?

YES NO

If your answer is yes, please mention which ones.

Source: The authors

 

Throughout the instruction process, a formative evaluation will be carried out, which in the words of Neumer, e. to. (1981) is a systematic and continuous activity, which is carried out during the teaching-learning process and aims to provide information about the educational process, which can be used to review and modify activities.

In this investigative work, the formative evaluation will be carried out through the use of the observation technique with its checklist instrument, for which a continuous review of the activities carried out each week will be carried out, compiled in a digital evidence portfolio, this being the main evaluation strategy. To facilitate both the evaluation and the generation of a repository of work, a specific educational blog has been created for this project, which will serve as a digital portfolio and the participants will include, as the training progresses, the different jobs, scenarios, badges, etc. models, templates, images and other resources that are generated.

In this way, the progress and achievement of the participants will be able to constantly evaluate their acquired knowledge and give feedback in a timely manner those that have not been fully assimilated and give them the possibility of including changes in their learning process. In addition, for the execution of the proposed activities, the use of various technological tools such as kahoot, mentimeter, canva, etc. is required, which promotes the development of ICT skills and allows a comprehensive and interactive evaluation of the knowledge they are acquiring.

The following instrument is shown below:

 

Table 2: Checklist

Indicators

Yes

Almost always

Sometimes

Hardly ever

No

All team members have

participated in the activity.

 

 

 

 

They understood the instructions and

rules to work with.

 

 

 

 

They comply with the established standards to carry out.

 

 

 

 

They generalize worked contents

previously.

 

 

 

 

They use communication strategies

to interact in the group

 

 

 

 

They show interest in the execution of

each activity.

 

 

 

 

Source: The authors

 

The final evaluation of the didactic unit will be carried out upon successful completion of all the designed activities, for which a rubric will be used as an evaluation instrument:

 

Table 3: Evaluation rubric

 

 

 

 

 

 

Indicators

Achievement levels

 

 

 

 

 

Very good

Good

Regular

Insufficient

 

Activity 1

Participates

opportunely

Participates

opportunely

Participate to

mistime,

comment on it

minimum over the

theme and manner

rudimentary and

superficial.

Enter late and

is limited to

Do

Comments

superficial

about the

contributions

his

companions.

 

Forum

 

 

In the discussions and their

interventions

are related

directly with the theme of discussion.

in the discussions,

but introduce

contributions

that they do not keep

a direct relation

with the theme.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Activity 2

It is capable

to explain of

manner

clear and concise

each

one of the

criteria and

elements that

compare.

Explain

each of

Criteria

Of

comparison,

but you

lacks clarity and

capacity of

Synthesis.

Explain

some of the

criteria

of

comparison

lack

clarity and

capacity of

synthesis

hasn't

presented the

activity, not

has explained

by way of

clear the

criteria to

compare.

 

 

Diagram of Venn

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Activity 3

The topic

assigned was

treated with

property, if

offered

details and

examples.

The topic was discussed

main to

depth and

with the level of

Detail

required.

The theme was

treated a

both basic and

superficial.

The content and

Information

contributed is

minimal and there

Some

errors in the

details.

 

Video

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Activity 4

Gamification

I create a game

interesting and

creative demonstrating

their skills in the use of technology.

Applied an effort

medium in the

creation of

game.

He tried to make the game interesting and

fun but

some details

they did not understand each other.

It demonstrates

little effort

in creation

of the game and a

Presentation

deficient.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Activity 5

Goals

The objectives

are clear and

accurate,

let you know

where is

directs and what

hopes to achieve

with activity

gamified.

They define the

objectives and

allow of

some way

know and what

hopes to achieve

with activity

gamified.

Settle down

objectives for the

Activity

gamified but

do not respond to

a need.

Settle down

of some

way the

objectives, but

they are not clear,

it's not possible

measure them or

evaluate them.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Activity 6 Script

The storyboard presents in order the images that summarize the plot. It is understood the

history.

The storyboard presents in an orderly way the images and scenes that summarize the plot.

The storyboard gives a very general idea of ​​the scenes of the story.

The script is not presented.

Activity 7 Padlet

Participate in a timely manner with your

comment and his intervention is directly related to the topic of mechanics in

gamification.

Participate in a timely manner with your

comment, but introduce contributions that do not save a

direct relation to the topic.

Participate at the wrong time, comment the least on the subject and in a rudimentary and superficial manner.

He enters late and limits himself to making superficial comments about the contributions of his

companions.

Activity 8 Components

I create interesting and creative avatars, badges and rewards demonstrating their skills in using the

technology.

Put a medium amount of effort into creating avatars, badges, and rewards.

Tried to make the avatars, badges, and rewards interesting and fun, but some details are missing.

they understood.

Little effort is shown in the creation of avatars, badges and rewards and a presentation

deficient.

Activity 9 Gamified activity

I create a game adapted to the objectives of the didactic unit, with each of the components of the

gamification.

I create a game adapted to the objectives of the didactic unit, with some of the components of the

gamification.

I create a game adapted to the objectives of the didactic unit, with at least one gamification component.

The game of the didactic unit is not presented.

Activity 10 Presentation

The presentation of the group is clear, with appropriate language and the information

is organized

logically.

The group exposition maintains an appropriate language, most of the

information is

organize logically.

The group presentation is not clear or clearly structured in its entirety.

The group does not demonstrate mastery of the

theme, the

information appears

dispersed, no

follow a

logical structure.

Source: The authors

 

After having carried out the evaluation of the didactic proposal, a table is presented with the respective parameters:

 

Table 4: Proposal evaluation parameters

Assessment Type

Percentage

Diagnostic

20 %

formative

50%

Final

30%

Source: The authors

 

Finally, for the evaluation to be considered effective, other necessary aspects will be incorporated into it, such as measuring the degree of satisfaction of the participants with respect to the gamification course in a personal and private way, this will allow assessing the applicability of the contents, the interaction with the instructor, the expectations of the participants, among others, in order to carry out improvements and adaptations to keep the teaching process effective, this is done through an anonymous survey generated in google forms.

 

Measures of attention to diversity

Diversity is an intrinsic characteristic of human beings (Marqus, 2012), therefore, the challenge for teachers is to seek methodological strategies that are adequate and inclusive to meet each need. This proposal is aimed at training history teachers in the use of gamification as a methodological change strategy, therefore, according to what is specified in section three and in the event that one of the students has a physical limitation, this The proposal maintains dynamic, motivating, comprehensive activities that can be adapted to the inclusion of the participants, in addition, its execution requires that it be group - collaborative, so the student may be included in each of the activities proposed for the preparation of the Didactic Unit applying a gamified strategy.

The evaluation is also adapted to the needs that the participants may present, being formative, their progress and achievements will be constantly evaluated, as well as the knowledge acquired and feedback in a timely manner on those that have not been assimilated.

Conclusions

Throughout the progress of this educational innovation project, the importance of modifying teaching strategies when teaching classes has been expressed, since education must go hand in hand with new technologies and what better way to take advantage of them to innovate the teaching-learning process, within this context, gamification has become a more effective strategy in terms of capturing the interest and motivation of students, since it allows generating fun study situations, (Fonseca, 2019). This stimulates communication, participation, promotes perseverance and exerts a change in the paradigm of monotonous and traditional education. Therefore, it has been proposed to design an educational innovation project aimed at teachers, taking the history subject as a reference because it is one of the most theoretical in terms of content to implement gamification in a didactic unit with the purpose of granting staff teacher the knowledge and tools necessary to generate gamified content and activities and these can serve as support in the continuous improvement of their pedagogy and training.

In order to comply with the general objective, three specific objectives have been proposed, which can be achieved in the following way, the first of which has the purpose of exposing the importance of innovating the methodology with which the subject of History is taught, for this has carried out a meticulous bibliographical review, which has allowed teachers to be shown and made aware of the need to implement new methodologies and that motivate and promote the integral formation of students.

The second specific objective is based on providing teachers with information about gamification as a motivation strategy in the creation of significant experiences, after carrying out an analysis of the conception of the term gamification, its elements and its application in the educational environment, it has been possible to clearly and simply expose the elements of a gamified project and verify that this strategy is adequate to motivate students and generate significant and lasting learning in them. Finally, the third objective is met since an educational innovation proposal has been developed aimed at the students of the history subject, which has detailed activities on how to create a gamified project together with the teachers.

Finally, it can be pointed out that the proposed objectives have been achieved as long as it has been possible to design a proposal to work with teachers in accordance with the information presented in the theoretical framework on gamification, this work is also of great interest and can serve as a reference. for the development of future research and projects in gamified experiences.

 

References

      1.            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

      2.            Carrillo, M. (2009). Motivation and learning. Otherness, 23-24.

      3.            Casanova, M. (1998). Educational evaluation manual. Basic school. Madrid: Wall.

      4.            Contreras, R., & Eguia, J. (2017). Gamification experiences in the classroom. InCom-UAB Publications, 7-8.

      5.            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/

      6.            Fonseca, L. (2019). New strategies for teaching and learning from gamification, 52-53. Bogota.

      7.            Lerner, V. (1997). How we teach history. Teaching materials and their suitability for teachers and students. Mexico.

      8.            Marqus, L. (August 6, 2012). Elements involved in the teaching and learning process. Ecuador.

      9.            Neumer, E. to. (1981). Pedagogy. Havana: Books for education.

  10.            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.

 

 

 

 

 

 

 

 

2024 por los autores. Este artculo es de acceso abierto y distribuido segn los trminos y condiciones de la licencia Creative Commons Atribucin-NoComercial-CompartirIgual 4.0 Internacional (CC BY-NC-SA 4.0)

(https://creativecommons.org/licenses/by-nc-sa/4.0/).

 

 

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