The gamification of scenarios that are not necessarily playful requires knowledge of the elements that interact within it in order to design tasks that result in satisfactory proposals. Likewise, knowledge of what level the participating students have will be important to know their capabilities during the task, which is why we suggest creating heterogeneous cooperative groups that encourage the active and equitable participation of all their members. This chapter describes some of the most widely used resources for implementing Gamification in Physical Education, as well as possible scenarios in which it can be carried out in Higher Education. All these proposals are analyzed from the perspective of non-linear pedagogy, which is characterized by the presence of constraints in terms of the tasks, people and environment, in this case, digital. Finally, we suggest some strategies for future lines of work in which Gamification can be included in teacher training, taking into account the learning situations present in the current educational law and promoting cooperation and sustainable learning.
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