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Recolector de Ciencia Abierta, RECOLECTA
Bachelor thesis . 2015
License: CC BY NC ND
image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
Recolector de Ciencia Abierta, RECOLECTA
Bachelor thesis . 2015
License: CC BY NC ND
image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
UCrea
Bachelor thesis . 2015
License: CC BY NC ND
Data sources: UCrea
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Gestión de aula y gamificación. Utilización de elementos del juego para mejorar el clima de aula

Classroom management and gamification. Using game elements to improve the classroom atmosphere
Authors: García Velategui, Alejandro;

Gestión de aula y gamificación. Utilización de elementos del juego para mejorar el clima de aula

Abstract

RESUMEN: Una buena gestión de aula es un aspecto imprescindible para cualquier docente; muchos tienen dificultades para controlar los comportamientos disruptivos o para fomentar la motivación de sus alumnos. Por esto es importante conocer estrategias para una gestión de aula eficaz. En este trabajo se presenta un sistema que incorpora distintos elementos de los juegos al funcionamiento de la clase con el objetivo de mejorar la motivación y el esfuerzo del alumnado; el concepto que subyace en esta idea se conoce como "gamificación". La finalidad última es que el documento sirva como base para la elaboración de un material didáctico que el profesor pudiera utilizar para gestionar el aula a través de dicho sistema. Para situar al lector, comenzamos con un marco teórico en el que explicamos qué es la gamificación y los aspectos que hay que tener en cuenta para gamificar correctamente, aportando ejemplos de prácticas gamificadas en el ámbito educativo y de experiencias que no consideramos gamificación. Dada la naturaleza didáctica del trabajo, es necesario analizar el contexto en el que se puede aplicar el sistema; para ello centramos el foco en los tres agentes implicados: el profesorado, el centro y el aula. A continuación, nos valemos de los cinco elementos más característicos y visibles del sistema para explicar su desarrollo: la narrativa, el sistema de puntuación, el ranking, el monedero y los coleccionables, y presentamos las herramientas que necesitará el profesor para gestionarlo. Por último, incluimos los instrumentos de evaluación necesarios para valorar la operatividad del sistema.

ABSTRACT: Good classroom management is a must for any teacher; many struggle to control disruptive behavior or to encourage motivation of students. Therefore it is important to know strategies for effective classroom management. In this work a system including various elements of the games in class performance in order to improve motivation and effort of students is presented; the concept behind this idea is known as "gamification". The ultimate goal is that this document will serve as a basis for the development of teaching materials that the teacher could use to manage the classroom through the system. To situate the reader, we start with a theoretical framework in which we explain what gamification is and aspects to consider to gamify correctly, providing examples of gamified practices in education and experiences we do not consider gamification. Given the didactic nature of the work, it is necessary to analyze the context in which the system can be applied; for this we center the focus on the three stakeholders: the teachers, the school and the classroom. Then we use the five most distinctive and visible elements of the system to explain its development: narrative, points, ranking, purse and badges, and we present the tools the teacher needs to manage it. Finally, we include the necessary evaluation tools to assess the functionality of the system.

Grado en Magisterio en Educación Primaria

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selected citations
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This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
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