Gamification as active learning methodology. Proposal for teacher training and high school students

Authors

DOI:

https://doi.org/10.59471/raia20223

Keywords:

active methodologies, gamification, teaching, learning, digital technologies

Abstract

The social, preventive and mandatory isolation for COVID 19, configured a different scenery to teach and learn. The class moved to virtual or hybrid learning environments. In this way, transformations were implicitly established in the way pedagogical practices are developed by addressing models and proposals based on e-learning and supported digital technologies. This article describes two learning proposals designed with gamification as an active methodology, one for the high school and the other for teacher training. The purpose is continuing these innovative practices beyond the emergency context. It concludes that as an active methodology it promotes the motivation of students and teachers and facilitates the transformation of the ways of teaching and learning according to the XXI century

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Published

2022-12-27

How to Cite

1.
Bonetti SM, Lussiano PV. Gamification as active learning methodology. Proposal for teacher training and high school students. Revista Abierta de Informática Aplicada [Internet]. 2022 Dec. 27 [cited 2025 Sep. 7];6(2):1-9. Available from: https://raia.revistasuai.ar/index.php/raia/article/view/3