Gamification: A Learning Technique for the Dynamization of the Teaching of Social Sciences

Gamification: A Learning Technique for the Dynamization of the Teaching of Social Sciences

Juan-Carlos de la Cruz-Campos, Santiago Pozo-Sánchez, Blanca Berral-Ortiz, Santiago Alonso-García
DOI: 10.4018/978-1-6684-5240-0.ch008
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Abstract

The search for the optimization of educational processes has led to gamification becoming one of the teaching strategies that has received the most attention in recent years. This chapter carries out an analysis of the particularities that make up gamification as a learning technique for educational revitalization and updating. From a holistic perspective, a tour of the terminological particularities of gamification, constituent elements, benefits, and limitations is made. Likewise, this chapter reviews the main techno-pedagogical resources for the gamification of the Social Sciences classroom, focusing on the subject of History and the development of historical thinking skills, presenting different gamification experiences from a transversal perspective and proposes a compendium of gamified activities based on active learning. This work serves as a starting point for those teachers who intend to carry out gamified activities in their classroom within the field of Social Sciences.
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Active Learning Methodologies And The Implementation Of Techno-Pedagogy: Two Key Issues For Educational Update

The global health crisis generated by covid-19 has caused a new socio-educational reality in which specific methodologies for virtual learning have had to be carried out (Crawford et al., 2020). This health crisis has led to a real revolution in the educational field, since teachers have been forced to address the teaching and learning process with the support of digital devices, virtual platforms and online learning management systems (Mhlanga and Moloi, 2020). For this reason, the constant search for updating and educational innovation becomes essential in a constantly evolving social landscape in which techno-pedagogy is the way forward (Cabero, 2021).

Key Terms in this Chapter

Gamification: Use of some elements and mechanisms typical of a game, such as scoring or setting levels to be overcome, in a non-game environment.

Technopedagogy: Group of concepts, ideas and practices associated with innovation and development in the area of education in the digital age.

Active Methodologies: Methodologies that encourage the interaction of the student with the constituent elements of the training process and enhance the participation and satisfaction of the agents involved in the teaching and learning process.

Learning Role: Position and importance that each agent of the educational process occupies within the teaching and learning process.

Serious Game: Games specifically designed with a training purpose, with the intention of creating a message, encouraging reflection, or promoting learning on any subject.

Game-Based Learning: Introduction of games, both analog and digital, in the classroom as a learning tool.

Feedback: Key element of the teaching and learning process, which provides the student with information about what he has done well or not, what he can improve and how to do it.

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