Beneficios de la gamificación como opción estratégica didáctica para mejorar el clima del aula universitaria
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Edu. Sup. Rev. Cient. Cepies
Abstract
La gamificación en la Educación Superior es una estrategia didáctica muy relevante por su capacidad para transformar y enriquecer el aprendizaje. Fundamentada en teorías de la motivación, el aprendizaje experiencial que implica la incorporación de elementos y mecánicas de juego en entornos educativos. En un entorno gamificado, los estudiantes se sienten más incentivados a participar activamente, ya sea por el participar del juego en sí o por las recompensas que pueden obtener, la situación gamificada puede mejorar significativamente su compromiso y permiten a los estudiantes experimentar situaciones reales de una manera segura y controlada, facilitando la adquisición de conocimientos y habilidades prácticas. Esto es relevante en la educación superior, donde se busca preparar a los estudiantes para desafíos profesionales específicos. El clima del aula en la educación debería ser positivo se refiere a un entorno que promueva y facilite el aprendizaje y el desarrollo integral en los estudiantes. Este clima se caracteriza por una serie de elementos como ser las relaciones interpersonales participativas, motivación constante y confianza. En conclusión, la gamificación en la Educación Superior, no solo mejora la motivación y el compromiso de los estudiantes, sino que también enriquece el proceso de aprendizaje y el clima del aula al hacer que sea más interactivo y experiencial. Al preparar a los estudiantes no solo con conocimientos teóricos, sino también con habilidades prácticas y tiene el potencial de contribuir significativamente a su éxito académico y profesional.
Gamification in higher education is a very relevant psychopedagogical technique due to its ability to transform and enrich learning. Based on theories of motivation, experiential learning that involves the incorporation of game elements and mechanics in educational environments. In a gamified environment, students feel more incentivized to participate actively, either by participating in the game itself or by the rewards they can get, which can significantly improve their engagement and allow students to experience real situations in a safe and controlled way, facilitating the acquisition of knowledge and practical skills. This is relevant in higher education, where students are sought to prepare for specific career challenges. The classroom climate in education should be positive, it refers to an environment that promotes and facilitates the learning and holistic development of students. This climate is characterized by a series of elements such as participative interpersonal relationships, constant motivation and trust. In conclusion, gamification in higher education that not only improves student motivation and engagement, but also enriches the learning process and classroom climate by making it more interactive and experiential. By preparing students not only with theoretical knowledge, but also with practical and soft skills and has the potential to contribute significantly to their academic and professional success.
Gamification in higher education is a very relevant psychopedagogical technique due to its ability to transform and enrich learning. Based on theories of motivation, experiential learning that involves the incorporation of game elements and mechanics in educational environments. In a gamified environment, students feel more incentivized to participate actively, either by participating in the game itself or by the rewards they can get, which can significantly improve their engagement and allow students to experience real situations in a safe and controlled way, facilitating the acquisition of knowledge and practical skills. This is relevant in higher education, where students are sought to prepare for specific career challenges. The classroom climate in education should be positive, it refers to an environment that promotes and facilitates the learning and holistic development of students. This climate is characterized by a series of elements such as participative interpersonal relationships, constant motivation and trust. In conclusion, gamification in higher education that not only improves student motivation and engagement, but also enriches the learning process and classroom climate by making it more interactive and experiential. By preparing students not only with theoretical knowledge, but also with practical and soft skills and has the potential to contribute significantly to their academic and professional success.
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Vol. 11, No. 2