THE USE OF GAMIFICATION WITH A GENDER PERSPECTIVE IN THE CLASSROOM: DIFFICULTIES AND BENEFITS

The following article aims to employ the use of gamification in the classroom through a gender perspective. The socio-cultural context changes continuously and, therefore, teaching practices need to evolve as society demands changes in this era of empowerment of discrimina...

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Detalles Bibliográficos
Autor: Casás, Pablo Soto
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2020
País:Brasil
Institución:Universidade Estadual do Sudoeste da Bahia (UESB)
Repositorio:Revista Binacional Brasil-Argentina
Idioma:portugués
OAI Identifier:oai:periodicos.periodicos2.uesb.br:article/6959
Acceso en línea:https://periodicos2.uesb.br/index.php/rbba/article/view/6959
Access Level:acceso abierto
Palabra clave:Gamificação
Metodologia
Videogame
Gênero
Gamificación
Metodología
Videojuegos
Género
Gamification
Methodology
Video game
Gender
Descripción
Sumario:The following article aims to employ the use of gamification in the classroom through a gender perspective. The socio-cultural context changes continuously and, therefore, teaching practices need to evolve as society demands changes in this era of empowerment of discriminated social groups. This whole situation conflicts with the educational helplessness offered by national education curricula, since they do not protect teachers when it comes to dealing with this socio-cultural disconnect with students. To solve this problem, it is proposed to use the gamification in the classroom, in order to connect the teaching practice to the student's; social universe. Throughout this article, several concepts will be developed about what gamification means, how it influences teaching practice and how it can be implemented in teaching units. To conclude, the characteristic components of cultural industries will be analyzed and an interpretation will be made of how these products cause a gender bias and how the media message can be acquired for use in the gamified classroom.