Gamification as active learning methodology. Proposal for teacher training and high school students
DOI:
https://doi.org/10.59471/raia20223Keywords:
active methodologies, gamification, teaching, learning, digital technologiesAbstract
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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Copyright (c) 2022 Sandra Mabel Bonetti, Patricia Vanesa Lussiano (Autor/a)

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.