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Vincire: un proyecto de gamificación en el aula. Los docentes estamos empezando a encontrar información sobre una nueva metodología aplicable al aula: la gamificación o ludificación educativa, cuyo objetivo último es lograr, mediante el uso de mecánicas y dinámicas propias de los juegos (premios, puntos, tesoros, medallas, equipos, niveles, clasificaciones, etc.), un aprendizaje más significativo, memorable y experiencial para los alumnos.

Vincire: un proyecto de gamificación en el aula

Colonizadores. El trivial educativo para colegios. Kahoot! - Login. Gamificación en la educación y la formación. 3 ejemplos de gamificación en educación. A pesar de las reformas educativas emprendidas por los gobiernos de turno, los índices de fracaso escolar no dejan de incrementarse año tras año.

3 ejemplos de gamificación en educación

España está a la cabeza de Europa en lo que a fracaso escolar se refiere. Ante la dudosa eficacia de las reformas educativas, resulta inevitable plantearse nuevos métodos que consigan por una parte paliar el abandono escolar y por otra, motivar a los alumnos para que en su paso por la enseñanza obligatoria adquieran los conocimientos necesarios para ser competitivos una vez entren en el mercado laboral.

La falta de motivación e interés es una de las principales causas que evocan el fracaso escolar de los jóvenes españoles. ¿Gamificación y educación? ¡Aceptamos el reto! Gamificación del aprendizaje: una tendencia educativa. Según consta en el Informe Horizon para este 2014, en los próximos 2 años la gamificación será una tendencia metodológica que irá penetrando en las aulas.

Gamificación del aprendizaje: una tendencia educativa

La utilización del juego como motivación para el aprendizaje se ha utilizado siempre en edades tempranas pero se ha estigmatizado en edades más avanzadas o incluso en la edad adulta, ya que se consideraba una pérdida de tiempo. En los últimos años estamos asistiendo a una revalorización del juego y del aspecto lúdico ya que se han podido constatar que su uso contribuye a desarrollar nuestra creatividad y a fijar mejor el aprendizaje debido al fuerte componente emocional. Never Alone. Historia. “Historia is living inside the history you are learning.”


-Julia E. Age 12 HISTORIA was created by Rick Brennan and Jason Darnell, social studies teachers who wanted to get their 6th graders excited about history by creating a learning experience that was student driven, challenging and fun. Rick and Jason taught with HISTORIA in their classrooms for over six years, refining the design of the game each year.

Other local teachers began to seek their assistance to implement HISTORIA in their own classes. Now together with their publishing partners, E-Line Media and Upper One Games, Rick and Jason hope to challenge students all over the country and the world to learn history by leading it. HISTORIA will be available for interactive whiteboard, tablets and Mac/PC in 2014. Here’s how HISTORIA works: The goal of HISTORIA is to grow a civilization and keep it strong over time. In each unit, or Epoch, students face a Dilemma about which their decisions will impact the future of their people. Historia: Game-Based Learning for Middle School History. Jason Darnell: Somewhere down the line learning became not fun.

Historia: Game-Based Learning for Middle School History

I think somehow kids started coming to school and saying, “I’m not gonna have fun today. I’m going to school.” And the reward of Historia, it’s fun. Rick Brennan: Historia is game-based learning. It is a way to take a traditional subject, like social studies, but to teach it through experience and interactivity. Gamification User Types and the 4 Keys 2 Fun - Gamified UK Blog. I am pretty excited about this one.

Gamification User Types and the 4 Keys 2 Fun - Gamified UK Blog

Gamification User Types When I created my gamification User Types definitions, it was with a mind to help people consider who is going to be in their gamified systems and what may motivate them. I started with the intrinsic motivation RAMP I keep talking about, Relatedness, Autonomy, Mastery and Purpose. From this I created the Socialiser, Free Spirit, Achiever and Philanthropist user types.

That covered the who and the what – who the user may be and what it is that may motivate them. 4 Keys 2 Fun One of the posters on my wall at work is the 4 Keys 2 Fun from Nicole Lazzaro. Social Engagement: who’s playing? how do they like to engage? Many people are familiar with Bartle's Player Types: Achiever, Explorer, Socializer, and Killer. These canonical descriptions evolved out of social patterns that Bartle observed in early MUDS (multi-user dungeons AKA text precursors of MMOs like World of Warcraft).

Many game designers (myself included) use this model to plan, design and tweak multiplayer games like MMOs. A key value of Bartle's system is to raise awareness that different people enjoy different types of fun. It's also useful for de-bugging some of the more simple-minded thinking around gamification - particularly the limited appeal of Achiever-style point, badges and levels. Here's a great video of Bartle exploring the limits and over-application of player types, and offering some actionable ideas for applying player types in practice to gamified systems.

Bartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything) Richard Bartle co-created MUD (Multi-User Dungeon), the text-based precursor to today's MMORPGs, while studying at Essex University.

Bartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything)

He ended up formulating the theory that all MUD players could be broken down into four main types: killers, achievers, explorers, and socializers. This theory has since been used in all sorts of game design situations where it doesn't apply - let's look at what exactly it does tell us. MUD is a text-based adventure game (no graphics at all, only text) that had the then-unique attribute of being able to be played alongside other human players. It was one of the first online persistent worlds created, and you can still grab a MUD client today, connect to a server and play. It's a simplified version of pen and paper role-playing games in that the player has to imagine the world according to the information the Game Master (the server and the writer of the game, in this case) provides. Summary of Bartle's player types.

Bartle calls it a bandwagon. Materiales de “Gamificación en la educación y la formación” ¿Qué es gamificación educativa? Made With Play: Game-Based Learning Resources. Resources by Topic: Intrigued by game-based learning, but not sure where to begin?

Made With Play: Game-Based Learning Resources

Edutopia's series takes a look at game-like learning principles in action and commercial games in real classrooms -- and offers tips and tools for bringing them into your own practice. The Made With Play series is a co-production with Institute of Play; visit their website for many more resources around game-based learning for both educators and parents, including a comprehensive games and learning reading list (PDF). These videos were made possible through generous support from the Carnegie Corporation of New York, the Bill and Melinda Gates Foundation, and the John D. and Catherine T.

MacArthur Foundation. Ideas for Using Minecraft in the Classroom. As is the nature of sandbox games, players can roam free, choosing objectives as they go.

Ideas for Using Minecraft in the Classroom

Because Minecraft has such open possibilities and potential, the teacher can choose how he or she wants to use it. Just as the student has the ability to be creative, the teacher has the same. That can be overwhelming, but luckily, there is a tool for using Minecraft created by teachers for teachers. MinecraftEdu provides a custom mod, basically a customized modification of the game, that helps facilitate organization and focus for teachers to use Minecraft effectively. In addition, Joel Levin, the founder of MinecraftEdu, provides ideas and updates at The Minecraft Teacher blog. For those noobs out there that need a push in the right direction, here are some introductory project or lesson ideas. 1) Explore Real Life Buildings There are many already-created structures that you can import into the game and have students explore. La gamificación, una nueva forma de aprender.

La gamificación es el uso del pensamiento y la mecánica de juego en contextos ajenos a ellos.

La gamificación, una nueva forma de aprender

¿Es el aula un contexto ajeno al juego? ¿Se pueden introducir los juegos cuando son digitales?