Gamification: A new approach to Ecuadorian education DOI: https://doi.org/10.37843/rted.v7i2.16
Main Article Content
Abstract
This article aims to present the concept of Gamification as an alternative for education, considering it to be a relatively recent initiative. It is a phenomenon in the initial phase, lacking in further studies and discussions, but no less interesting, because it proposes a new approach to education and many other segments of contemporary human knowledge. This research shows us that in Ecuadorian Higher Education, as in other areas, its use is still incipient, because the controversy surrounding the issue is still considerable, however, it comes to combine efforts with other proposals of the same distance, in the attempt to magnify some of the learning problems of individuals, leading them to commitment and motivation in the educational environment. It is not a revolution, or proposal of abandonment of pre-existing concepts and procedures, but an attempt to compose what already exists and to take advantage of the benefits of evolution through which humanity passes so that learning becomes more and more natural to the eyes of individuals. The challenges will have to be relocated, may be technological, financial, procedural, educational or structural, with further studies and research and evaluation of the results can be assessed if the initiative is consistent and if it came to stay.
Downloads
Metrics
Article Details
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Those authors who have publications in our journal accept the following terms:
- When a work is accepted for publication, the author retains rights of reproduction, distribution of his/her article for exploitation in all countries of the world in the format provided by our magazine and any other magnetic medium, optical, and digital.
- Authors will retain their copyright and guarantee the journal the right first to publish their work, which will be simultaneously subject to the Creative Commons Acknowledgment License (Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)). That allows third parties to copy and redistribute the material in any medium or format, under the following conditions: Acknowledgment - You must properly acknowledge authorship, provide a link to the license, and indicate if any changes have been made. You may do so in any reasonable way, but not in a way that suggests you have the licensor's endorsement or receive it for your use. NonCommercial - You may not use the material for a commercial purpose. NoDerivatives - If you remix, transform, or build from the material, you cannot broadcast the modified material. There are no additional restrictions - You cannot apply legal terms or technological measures that legally restrict you from doing what the license allows.
- Authors may adopt other non-exclusive license agreements to distribute the published version of the work (e.g., deposit it in an institutional archive or publish it in a monographic volume) provided that the initial publication in this journal is indicated.
- Authors are allowed and recommended to disseminate their work through the Internet (e.g., in institutional telematic archives, repositories, libraries, or their website), producing exciting exchanges and increasing the published work's citations.
- Request of withdrawal an article has to be done in writing by the author to the Editor, becoming effective after a written response from the Editor. For this purpose, the author or authors will send correspondence via e-mail: [email protected].
- The author will not receive financial compensation for the publication of his work.
- All Docentes 2.0 Journal publications are under the Open Journal System (OJS) platform at: https://ojs.docentes20.com/.
References
Bzuneck J. y Guimarães S. (2008). Una promoción de autonomia como estrategia emocional. Boruchuvitch.
Carreras, C. (2017). Del homo ludens a la gamificación. Cuaderns de filosofia vol. iv núm. 1, p. 107-118. DOI: https://doi.org/10.7203/qfia.4.1.9461
Clementi, JA. (2014). Directrices motivacionales para comunidades de práctica basadas en gamificación. Recuperado de: https://reposito-rio.ufsc.br/xmlui/bitstream/handle/123456789/128683/328203.pdf?sequence=1&isAllowed=y
Deterding, S. (2012). Gamification: designing for motivation. Interactions, New York, v. 19, p. 14-17. DOI: https://doi.org/10.1145/2212877.2212883
Fardo, M. La gamificación como método: Estudio de elementos de juegos aplicados en procesos de enseñanza y aprendizaje. Rio Grande del Sur.
Gil, AC. (2010). Cómo diseñar proyectos de investigación. Sao Paulo: Atlas.
Gutiérrez-Vásquez, R. (2012). Epistemología genética. Rev Psicol Hered. 7 (1-2), p. 31-36. DOI: https://doi.org/10.20453/rph.v7i1-2.2261
Hollingshead, T. (2014). Playing hunger games: Are gamified health apps putting odds in your favor?. Recuperado de: https://news.byu.edu/news/playing-hunger-games-are-gamified-health-apps-putting-odds-your-favor.
Kapp, KM. (2012). La gamificación del aprendizaje y la instrucción: métodos y estrategias basados en juegos para el entrenamiento y educación. John Wiley & Sons. Kapp, KM. La gamificación del aprendizaje y la instrucción San Francisco: Pfeiffer; 2012.
Klock, A., dCM, ERB y Gasparini I. (2015). Análisis de técnicas de gamificación en entornos virtuales de apren-dizaje. ENOTE - Revista Novas Tecnologias na Edu-cação, 12: p. 1-10.
Lozada-Ávila, C. y Betancur-Gómez, S. (2017). La gamifi-cación en la educación superior: una revisión sistemática. Revista Ingenierías Universidad de Medellín, vol. 16, núm. 31. 2017. DOI: https://doi.org/10.22395/rium.v16n31a5
McGonigal, J. (2012).Realidade em jogo: porque os games nos tornam melhores e como eles podem mudar o mundo. Rio de Janeiro: Best Selle.
Medina-Moya, JL. y Pérez-Cabrera, MJ. (2017). La construcción del conocimiento en el proceso de aprender a ser profesor: la visión de los protagonistas. Profesorado. Revista de Currículum y Formación de Profeso-rado, vol. 21, núm. 1, p. 17-38. DOI: https://doi.org/10.30827/profesorado.v21i1.10350
Vianna, Y., Vianna, M., Medina, B. y Tanaka, S. (2013). Gamification, Inc.: Como reinventar empresas a partir de juegos: MJV Press.
Torres-Toukoumidis A, RRL, PARA y Björk S. (2016). Modelo Teórico Integrado de Gamificación en Ambien-tes E-Learning. Revista Complutense de Educación. p. 129-145. DOI: https://doi.org/10.5209/RCED.52117
Zichermann, G., Cunningham, C. (2011). Gamification. By Design Canada: O’Reilly Media.