Gamification in teachers for the teaching of history at the baccalaureate level

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 c...

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Detalles Bibliográficos
Autores: Quinto Saritama, Enrique Vicente, Romero Serrano, Marjorie Maribel, Fajardo Fajardo, Jonathan Patricio, Jiménez Calva, Rubia Estrella, Logroño Mendoza, Henry Nicolas
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2023
País:Brasil
Institución:Sapienza Grupo Editorial
Repositorio:Sapienza (Curitiba)
Idioma:inglés
OAI Identifier:oai:ojs2.journals.sapienzaeditorial.com:article/533
Acceso en línea:https://journals.sapienzaeditorial.com/index.php/SIJIS/article/view/533
Access Level:acceso abierto
Palabra clave:Gamificação, Professores, Educação, Bacharelado
Gamification, Teachers, Education, Baccalaureat
Gamificación, Profesorado, Educación, Bachillerato
Descripción
Sumario: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.