Gamafication 2. A powerful tool to teach, o una poderosa herramienta para enseñar

The Gamification in E-learning is one of the most powerful tools we have to teach, why? the answer is very simple.

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  • Gamification , or the mechanical of games , uses visual narrative, which , as I have seen, and use, is really very attractive to students today, accustomed to the media.
  • Because it has an instant feedback .
  • Because it provides objectives to students and offer attractive activities that reinforce previously learned behavior .
  • Because to achieve information, make it more appealing and makes it’s retained in memory.
  • If we want our students to delve into the information provided and, to transform it into a real and concrete knowledge, through game mechanics , they will never forget what they had learned.
  • Therefore, the student does not feel that they are studying, but playing fetch and transform information into knowledge, if we add peer to peer assessment, will makes learning much more entertaining .
  • This increases student engagement and can influence their behavior and encourage their participation in wanting to be part of the game.
  • Because the results are measurable, such as the type of evaluation I mentioned above , but also achieved objectives , participation, and many other methods of evaluation.
  • Because Web 2.0 helps us with all the tools at our disposal to motivate and encourage. Without going any further , we have that Moodle 2.5 system has integrated in its platform, “the badges” , gamification method par excellence.
  • Having achieved the first results , students will be motivated to learn , those who achieved lower grades to raise their level and, the others to keep their to all costs.

But as I said in the previous article , gamification is not the same as a game. Therefore I will continue with the theme in this blog.

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La Gamificación en el e-learning es una de las herramientas más poderosas que tenemos a la hora de enseñar, ¿porqué?, la respuesta es muy simple, porque:

  • La gamificación, al utilizar las dinámicas o mecánicas de los juegos, utiliza una narración de tipo visual, lo cual, como he podido comprobar, es realmente atrayente para los estudiantes de hoy en día, acostumbrados a los medios audiovisuales.
  • Porque posee una retroalimentación instantánea.
  • Porque proporciona unos objetivos a los estudiantes al proponer actividades atractivas que refuerza la conducta aprendida anteriormente.
  • Porque al lograr hacer que la información sea más atractiva, hace que la misma se retenga en la memoria.
  • Si hacemos que nuestros estudiantes indaguen en la información ofrecida y la conviertan en un conocimiento real y concreto mediante mecanismos de juego, éstos no olvidarán jamás lo aprendido.
  • Por lo tanto, el estudiante no siente que está estudiando sino jugando a buscar información y a transformarla en conocimiento, si a esto le añadimos la evaluación entre pares, hace mucho más entretenido el aprendizaje.
  • Lo anterior hace aumentar el compromiso del estudiante, pudiendo influir en su comportamiento y motivar su participación al desear formar parte del juego.
  • Porque los resultados son medibles, como por ejemplo, en el tipo de evaluación que he mencionado anteriormente, pero también por objetivos logrados, participación, y muchos otros métodos de evaluación.
  • Porque la Web 2.0 nos ayuda con todas las herramientas que nos pone a disposición a motivar y motivar, sin ir más lejos, tenemos que Moodle 2.5 ha integrado el sistema de insignias a su plataforma, un método de gamificación por excelencia.
  • Después de haber logrado los primeros resultados, los estudiantes estarán motivados para seguir aprendiendo, los que lograron las calificaciones más bajas, querrán subir su nivel y los demás mantenerlo a toda costa.Pero como decía en el anterior artículo, gamificación no es igual a juego. Por lo cual seguiré con el tema en este blog.

Julia Echeverría



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Julia Echeverría Moran

The next "resume" present what I have done some years ago. Actually, I am dedicated only on research different ways to improve technology on education. Over the last decade or so, I have specialized in the development of training courses for both government, industry and educational institution in the constant race to take full advantage of technologies, which advance in “Internet time”. Every course is designed for a specific audience and a specific goal and lenguage, Gamification intrigues me. It's the way to engage my cliente's employees into learning the latest round of training that they're not always sure that they want to work at learning. I believe on peer to peer collaboration and doing some work with as well as participating on international study group and researcher. I think there is a huge gap between the theory and practice, in my case, as a consultant I have created my own company knowing the day to day business activity and training needs that have been created over these years, so, what I have taught has first implemented, giving my courses a plus, in which theory and practice have been linked. On the other hand, right now, I think one of the big challenges for my school, Social Media College, is to provide employees, managers, students and teachers of minimum digital skills in order to compete in the labor market on equal conditions and growing as digital citizens. I currently spend my time alternately between Siena, Italy and the Spanish Alcarria where I find the peace and solitude to carry out my project planning and develop my eLearning platforms and tailered courses, studing and writting. I'm a born traveller and being small is a great advantage in fitting into modern ultra-compact airline seats whether my clients are in Europe or the Americas. Contenido multimedia (1)Este puesto tiene contenido multimedia (1)

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