Necesidades formativas del profesorado de Secundaria para la implementación de experiencias gamificadas en STEM

Training citizens to develop their technical competence is a great challenge for Secondary Education teachers in developed countries, where demand for scientific and technical professionals is expected to increase (Convert y Gugenheim, 2005), but students show a lack of interest in this field (Marbà...

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Detalles Bibliográficos
Autores: Fuentes Hurtado, Mercedes, González-Martínez, Juan
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2017
País:España
Institución:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)
Repositorio:Recercat. Dipósit de la Recerca de Catalunya
OAI Identifier:oai:recercat.cat:10256/14328
Acceso en línea:http://hdl.handle.net/10256/14328
Access Level:acceso abierto
Palabra clave:Ludificació -- Educació secundària
Tecnologia educativa -- Educació secundària
Gamification -- Study and teaching (Secondary)
Educational technology -- Study and teaching (Secondary)
Professors -- Formació
Teachers -- Training of
Descripción
Sumario:Training citizens to develop their technical competence is a great challenge for Secondary Education teachers in developed countries, where demand for scientific and technical professionals is expected to increase (Convert y Gugenheim, 2005), but students show a lack of interest in this field (Marbà y Márquez, 2010). As a consequence of this, STEM emerges (Science, Technology, Engineering & Maths) (Stohlmann, Moore y Roehrig, 2012) to promotes integrated learning. Looking for academic excellence through methodologies that motivate students, gamification has characteristics to be considered as an important element in order to improve teaching-learning process. This article shows, by means of a documentary analysis, the three knowledge areas (contents, pedagogy and technology) that follow TPACK model (Mishra y Koehler, 2006) and should be developed by STEM teachers to implement gamified experiences