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Viabilidad del uso del videojuego en el aula: opiniones prácticas de los maestros en pre-servicio

    1. [1] Centro de Magisterio “Sagrado Corazón”
  • Localización: EDMETIC, ISSN-e 2254-0059, Vol. 7, Nº. 2, 2018 (Ejemplar dedicado a: Bases neuro-educativas y socio-emocionales para trabajar con videojuegos en contextos de aprendizaje; V-IX), págs. 78-91
  • Idioma: español
  • Títulos paralelos:
    • Feasibility of using the videogame in the classroom: practical opinions of teachers in pre-service
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  • Resumen
    • español

      Incluir videojuegos en el aula de educación primaria se considera un aspecto muy importante para el pleno desarrollo del alumno a nivel cognitivo, por otro lado el desarrollo de las Tecnologías de la Información y de la Comunicación (TIC) esta provocando que hoy en día cada vez más alumnos se interesen por el mundo tecnológico y esto a su vez en los videojuegos.Es por ello, que si nos centramos en el Aprendizaje basado en juegos (AbJ) es un metodología innovadora que aprovecha el potencial educativo que presentan los videojuegos, serious games o recursos lúdicos digitales para impulsar los procesos formativos, favoreciendo que los alumnos adquieran un aprendizaje de forma motivadora, (Del Moral Pérez, Fernández García, y Guzmán-Duque. 2016).En este caso se va a dar a conocer la experiencia en torno a la inclusión de los videojuegos en el Grado de Educación Primaria del Centro de Magisterio “Sagrado Corazón” adscrito a la Universidad de Córdoba, donde se ha involucrado a 35 estudiantes, y los cuales se ha evaluado a través de la observación y un registro cualitativo, donde cada alumno ha arrogado su experiencia en torno a la utilización de los videojuegos dentro del aula. ABSTRACTIncluding videogames in the primary education classroom is considered a very important aspect for the full development of the student at the cognitive level, on the other hand the development of Information and Communication Technologies (ICT) is causing that nowadays every time more students are interested in the technological world and this in turn in video games.That is why, if we focus on learning based on games (AbJ) is an innovative methodology that takes advantage of the educational potential of video games, serious games or digital leisure resources to promote training processes, encouraging students to acquire learning In a motivating way, (Del Moral Pérez, Fernández García, y Guzmán-Duque. 2016).In this case, the experience about the inclusion of videogames in the Primary Education Degree of the Teaching Center "Sacred Heart" assigned to the University of Córdoba, where 35 students have been involved, will be made known. which has been evaluated through observation and a qualitative record, where each student has shared their experience about the use of video games in the classroom.

    • English

      Including videogames in the primary education classroom is considered a very important aspect for the full development of the student at the cognitive level on the other hand the development of Information and Communication Technologies (ICT) is causing that nowadays every time more students are interested in the technological world and this in turn in video games.That is why, if we focus on learning based on games (AbJ) is an innovative methodology that takes advantage of the educational potential of video games, serious games or digital leisure resources to promote training processes, encouraging students to acquire learning In a motivating way(Del Moral Pérez, Fernández García, y Guzmán-Duque. 2016). In this case, the experience about the inclusion of videogames in the Primary Education Degree of the Teaching Center "Sacred Heart" assigned to the University of Córdoba, where 35 students have been involved, will be made knownwhich,has been evaluated through observation and a qualitative record, where each student has shared their experience about the use of video games in the classroom.


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