La gamificación con videojuegos en clase de ELE: propuesta didáctica

The world of language teaching and acquisition, just like any other sector of society, is currently going through an adaptation process due to the appearance of the Internet and new technologies. The first goal of this article is to study the possibilities within a Spanish language class of one of t...

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Detalles Bibliográficos
Autor: Espinar Ruiz, Gregorio
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2023
País:Brasil
Institución:Universidade Federal de Campina Grande (UFCG)
Repositorio:Revista Letras Raras
Idioma:portugués
OAI Identifier:oai:ojs2.revistas.editora.ufcg.edu.br:article/813
Acceso en línea:https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/813
Access Level:acceso abierto
Palabra clave:Gamificación
Videojuegos
Español lengua extranjera
Propuesta didáctica
Librojuego digital
Descripción
Sumario:The world of language teaching and acquisition, just like any other sector of society, is currently going through an adaptation process due to the appearance of the Internet and new technologies. The first goal of this article is to study the possibilities within a Spanish language class of one of the most emblematic objects of technological development: videogames. To achieve this, we will first examine the theoretical framework in which the concepts ‘game’, ‘serious game’, ‘videogame’ and ‘gamification’ are analyzed and later present examples of videogames that are being used increasingly often in the classroom. The second objective, which concludes the article, is the elaboration of a gamified educational proposal consistent with the creation of an in-class digital gamebook using user-friendly and easy access software.