Abstract
The present article is the result of a process of approaching the work for the tracing and execution of educational-communicative projects and production of educational content. This impulse from the university chair allows for reflection on experimentation with the use of "gamified" applications in relation to the communicative products that animate educational processes. It is a work based on the correspondence relationship between research-action and participatory experience to realize playful learning. The results of the preparation of pilot projects, with educational content, carried out with students between February and June 2018 are described. Finally, it is cautioned that gamification is configured as an educational-communicative experience of ludic learning that, in conjunction with the use of technology to produce multimedia educational content, builds tools that contribute to the educational process, making possible additional learning methodologies, both for the teacher and the students.
Translated title of the contribution | Gamificacion: An Educational-Communicative Experience Of Ludic Apprendimiento |
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Original language | Italian |
Title of host publication | Giocando Símpara: Por una Pedagogía de Gioco |
Publisher | Editorial Volta la Carta |
Pages | 167-184 |
ISBN (Print) | 978-88-99302-26-9 |
State | Published - 1 Jul 2019 |
Keywords
- Action research
- Education-communication
- Educational gamification
- Gamification
CACES Knowledge Areas
- 111A Education