Gamificación.

Francesc Josep Sánchez i Peris, MERITXELL MONGUILLOT HERNANDO, CARLES GONZÁLEZ ARÉVALO, CARLES ZURITA MON, LLUÍS ALMIRALL BATET, MONTSE GUITERT CATASÚS, Beatriz Legerén Lago, María Isabel Doval Ruiz, Ibrahim JABARY, José-Luis González-Sánchez, Rosa-María Gil-Iranzo, Carina S González, César A Collazos, Roberto García, Maria Clara Gómez Álvarez, Jose Antonio Calvo-Manzano Villalón, Gloria Piedad Gasca-Hurtado, Tomás San Feliu Guilabert

Resultado de la investigación: Contribución a una revistaArtículo

Resumen

This study shows the impact of using gamification as a learning strategy in Physical Education to develop healthy habits. The study, designed as a gamified teaching unit called Play The Game, has been used in the second year of secondary education in three schools in Barcelona. The aim of the study has been to control healthy heart rate in physical activity through gamified challenges based on levels, points, classifications and badges. Moreover, Play The Game has introduced innovative elements such as individual attention, cooperation, emotions, technology and combining formal and informal contexts to meet current educational demands and the new ecologies of learning (Coll, 2013). The study has been based on a qualitative and sociocritical methodology and it has been implemented using an action research design. Data were collected by questionnaires and discussion groups. The findings showed the potential of gamification as an emerging learning strategy in Physical Education to increase learning motivation and develop healthy habits in students. (English) [ABSTRACT FROM AUTHOR]
Idioma originalEspañol (Colombia)
Páginas (desde-hasta)71-79
Número de páginas9
PublicaciónGamification.
Volumen16
N.º2
EstadoPublicada - 30 ene 2015

Palabras clave

  • ANDREU
  • COMPETITION (Economics)
  • COOKIE Box (Company)
  • Calidad en uso
  • Carlos
  • Ciudadanos Europeos
  • Cross-cultural
  • Defect injection and removal
  • Diseño emocional
  • EDUCATION & training services industry -- Congress
  • EDUCATION & training services industry -- Research
  • END users (Information technology)
  • Educación Primaria
  • Educación Secundaria
  • Educational game
  • Emotional design
  • European Union
  • European citizens
  • Experiencia de usuario
  • Formación
  • GAMELEARN (Company)
  • GAMIFICATION
  • Gamificación
  • Gamification
  • HEDONISTIC consumption
  • Innovación
  • Inyección y eliminación de defectos
  • Ludificación
  • Mejora de procesos software
  • Multiculturalidad
  • ORGANIZATIONAL change -- Management
  • PRODUCT design
  • PRODUCT management
  • PSP/TSP
  • Primary Education
  • Quality in use
  • STORYTELLING in business
  • Secondary Education
  • Software Process Improvement
  • TELECOMMUNICATION
  • TRAINING -- Aims & objectives
  • TRENDS -- Research
  • Unión Europea
  • User experience
  • Videojuego Educativo
  • WATER utilities -- Management
  • educación física
  • educación secundaria obligatoria
  • gamificación
  • gamification
  • physical education
  • secondary school

Citar esto

Sánchez i Peris, F. J., MONGUILLOT HERNANDO, MERITXELL., GONZÁLEZ ARÉVALO, CARLES., ZURITA MON, CARLES., ALMIRALL BATET, LLUÍS., GUITERT CATASÚS, MONTSE., Lago, B. L., Doval Ruiz, M. I., JABARY, I., González-Sánchez, J-L., Gil-Iranzo, R-M., González, C. S., Collazos, C. A., García, R., Gómez Álvarez, M. C., Calvo-Manzano Villalón, J. A., Gasca-Hurtado, G. P., & Feliu Guilabert, T. S. (2015). Gamificación. Gamification., 16(2), 71-79. http://search.ebscohost.com/login.aspx?direct=true&db=iih&AN=97081323&lang=es&site=ehost-live