Guía para la gamificación de actividades de aprendizaje

  1. Rafael Molina-Carmona 1
  2. Francisco Gallego-Durán 1
  3. Carlos Villagrá-Arnedo 1
  4. Faraón Llorens-Largo 1
  1. 1 Universitat d'Alacant
    info

    Universitat d'Alacant

    Alicante, España

    ROR https://ror.org/05t8bcz72

Revue:
Actas de las Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI)
  1. Marco Galindo, María Jesús (coord.)
  2. Bañeres, David (coord.)
  3. Marco Simó, Josep Maria (coord.)

ISSN: 2531-0607

Année de publication: 2018

Número: 3

Type: Article

D'autres publications dans: Actas de las Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI)

Résumé

A learning activity is an action or task that leads students who perform it to develop one or more competencies and, therefore, to learn. Gamifying an activity consists of applying strategies, models, dynamics, mechanics and elements of the games in its design. Gamification can be superficial (by means of predefined systems that provide punctuation systems, ranking tables or medals by objectives, for example), or deep (what implies intervening in the structure of the gamified activity and its content, and not only in superficial elements). The deep gamification experi- ences are mostly totally ad-hoc and designed from scratch. In this work we try to formalize the process of gamification of learning activities by providing a guide built from the study of what video games teach us. The guide provides an evaluation of the learning activity and indicates if the possibility of gamifying is more or less close, proposing strategies that can be applied to learning activities of different nature. The result is a set of practical, but not rigid, guidelines for the gamification of learning activities.