{"id":2965,"date":"2016-06-16T17:42:29","date_gmt":"2016-06-16T17:42:29","guid":{"rendered":"http:\/\/blogs.udima.es\/educatic\/?p=2965"},"modified":"2016-06-16T17:45:20","modified_gmt":"2016-06-16T17:45:20","slug":"la-gamificacion-en-la-aulas","status":"publish","type":"post","link":"https:\/\/blogs.udima.es\/educatic\/la-gamificacion-en-la-aulas\/","title":{"rendered":"La gamificaci\u00f3n en la aulas"},"content":{"rendered":"<p><strong>Aportaci\u00f3n realizada por <\/strong><strong>Rubenny Altagracia Lorenzo Vega,<\/strong><strong> alumn<\/strong><strong>a <\/strong><strong>del M\u00e1ster en Educaci\u00f3n y Nuevas Tecnolog\u00edas, en la asignatura de Blogs.<\/strong><\/p>\n<p align=\"center\"><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"><b>La gamificaci\u00f3n en la aulas<\/b><\/span><\/span><\/span><\/p>\n<p align=\"center\"><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">(<\/span><\/span><\/span><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: xx-small\">Extra\u00eddo de Edublog INED21)<\/span><\/span><\/span><\/p>\n<p><a name=\"yui_3_17_2_2_1466098757953_898\"><\/a><\/p>\n<p align=\"justify\"><a name=\"yui_3_17_2_2_1466098757953_899\"><\/a><a name=\"yui_3_17_2_2_1466098757953_869\"><\/a><a name=\"yui_3_17_2_2_1466098757953_900\"><\/a> <span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"><b>Autor<\/b><\/span><\/span><\/span><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">: Esteban Gabriel Santana Cabrera<\/span><\/span><\/span><\/p>\n<p align=\"justify\"><a name=\"yui_3_17_2_2_1466098757953_901\"><\/a><a name=\"yui_3_17_2_2_1466098757953_870\"><\/a><a name=\"yui_3_17_2_2_1466098757953_902\"><\/a>\u00a0 <span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">El ser humano juega desde muy temprano en su vida como forma de entretenimiento y diversi\u00f3n, lo que puede convertirse en una terapia y una forma diferente de aprendizaje (Santana, 2016). Cuando las personas realizan actividades donde se divierten, experimentan una realidad diferente, donde son ganadores, poderosos y virtuosos, el aprendizaje se da de forma m\u00e1s r\u00e1pida, Mcgonigal (2011).<\/span><\/span><\/span><\/p>\n<p align=\"justify\"><a name=\"yui_3_17_2_2_1466098757953_1131\"><\/a><a name=\"yui_3_17_2_2_1466098757953_1130\"><\/a> <span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">La gamificaci\u00f3n es un proceso relacionado con el pensamiento y las t\u00e9cnicas de juego para atraer a los usuarios y resolver problemas, esta emplea mec\u00e1nicas de juego para potenciar el trabajo y rendimiento de los alumnos, Zicherman y Cunningham (2011).<\/span><\/span><\/span><\/p>\n<p align=\"justify\"><a name=\"yui_3_17_2_2_1466098757953_1133\"><\/a><a name=\"yui_3_17_2_2_1466098757953_1132\"><\/a><a name=\"yui_3_17_2_2_1466098757953_1135\"><\/a><a name=\"yui_3_17_2_2_1466098757953_1134\"><\/a> <span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Al llevar gamificaci\u00f3n al proceso educativo se crea un ambiente de colaboraci\u00f3n, compromiso y esfuerzo en conjunto, ya que, las estrategias que utiliza la gamificaci\u00f3n son basadas en la acumulacion de puntos, vencer retos y obst\u00e1culos para obtener una recompensa, Reporte Horizon (2013). En los a\u00f1os 2013 y 2014 los expertos que desarrollan el Reporte Horizon escogieron la gamificaci\u00f3n y a los juegos como estrategias a desarrollar a corto plazo.<\/span><\/span><\/span><\/p>\n<p align=\"justify\"><a name=\"yui_3_17_2_2_1466098757953_1139\"><\/a><a name=\"yui_3_17_2_2_1466098757953_1138\"><\/a> <span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Marin (2015), plantea que la gamificaci\u00f3n potencia los procesos de aprendizaje basados en el empleo del juego, siendo estos \u00faltimos desarrolladores del proceso de ense\u00f1anza-aprendizaje efectivos, facilitan la cohesi\u00f3n, integraci\u00f3n, la motivaci\u00f3n por el contenido, potencian la creatividad de los individuos.<\/span><\/span><\/span><\/p>\n<p align=\"justify\"><a name=\"yui_3_17_2_2_1466098757953_1141\"><\/a><a name=\"yui_3_17_2_2_1466098757953_1140\"><\/a> <span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Tras el uso de la gamificaci\u00f3n, el usuario siente la necesidad de completar la tarea que se le ha asignado de forma voluntaria movido por la necesidad propia del ser humano de ganar, conllevando al usuario a experimentar mayor concentraci\u00f3n, competitividad y productividad (Hamari y Koivisto, 2013). <\/span><\/span><\/span><\/p>\n<p align=\"justify\"><a name=\"yui_3_17_2_2_1466098757953_1143\"><\/a><a name=\"yui_3_17_2_2_1466098757953_1142\"><\/a><a name=\"yui_3_17_2_2_1466098757953_1144\"><\/a> <span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Santana (2016) se\u00f1ala algunas herramientas que pueden ser utilizadas para gamificar actividades en el sal\u00f3n de clase, <\/span><\/span><\/span><a href=\"https:\/\/kahoot.it\/#\/\" target=\"_blank\" rel=\"nofollow\"><span style=\"color: #1155cc\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"><u>Kahoot<\/u><\/span><\/span><\/span><\/a><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: small\">, <\/span><\/span><\/span><a href=\"https:\/\/minecraft.net\/es\/\" target=\"_blank\" rel=\"nofollow\"><span style=\"color: #1155cc\"><span style=\"font-family: Arial\"><span style=\"font-size: small\"><u>Minecraft<\/u><\/span><\/span><\/span><\/a><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: small\">, <\/span><\/span><\/span><a href=\"http:\/\/www.classcraft.com\/es\/\" target=\"_blank\" rel=\"nofollow\"><span style=\"color: #1155cc\"><span style=\"font-family: Arial\"><span style=\"font-size: small\"><u>Classcraft<\/u><\/span><\/span><\/span><\/a><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: small\">, <\/span><\/span><\/span><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">siendo estas un n\u00famero muy limitado de las aplicaciones existentes para gamificar una actividad del aula <\/span><\/span><\/span><span style=\"color: #262626\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">que puedes utilizar en cualquier materia o tem\u00e1tica, tomando en cuenta no solo el aprendizaje sino tambi\u00e9n valores humanos.<\/span><\/span><\/span><\/p>\n<p align=\"center\"><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"><b>Referencias bibliogr\u00e1ficas: <\/b><\/span><\/span><\/span><\/p>\n<ol>\n<li>\n<p align=\"justify\"><span style=\"color: #222222\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Mar\u00edn-D\u00edaz, V. (2015). La Gamificaci\u00f3n educativa. Una alternativa para la ense\u00f1anza creativa. <\/span><\/span><\/span><span style=\"color: #222222\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"><i>Digital Education Review<\/i><\/span><\/span><\/span><span style=\"color: #222222\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">, (27).<\/span><\/span><\/span><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"> recuperado de <\/span><\/span><\/span><a href=\"http:\/\/revistes.ub.edu\/index.php\/der\/article\/download\/13433\/pdf\" target=\"_blank\" rel=\"nofollow\"><span style=\"color: #1155cc\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"><u>http:\/\/revistes.ub.edu\/index.php\/der\/article\/download\/13433\/pdf<\/u><\/span><\/span><\/span><\/a><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"> .<\/span><\/span><\/span><\/p>\n<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<ol start=\"2\">\n<li>\n<p align=\"justify\"><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">McGonigal, J. (2011). <i>Reality is broken: Why games make us better and how they can change the world<\/i>. Nueva York, EE. UU. : Penguin.<\/span><\/span><\/span><\/p>\n<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<ol start=\"3\">\n<li>\n<p align=\"justify\"><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Hamari, J. y Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. En Proceedings of the 21st European Conference on Information Systems. Utrecht, Netherlands, June 5-8. <\/span><\/span><\/span><a href=\"https:\/\/www.researchgate.net\/publication\/236269293_Social_motivations_to_use_gamification_An_empirical_study_of_gamifying_exercise\" target=\"_blank\" rel=\"nofollow\"><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"><u>SOCIAL MOTIVATIONS TO USE GAMIFICATION: AN EMPIRICAL STUDY OF GAMIFYING EXERCISE<\/u><\/span><\/span><\/span><\/a><\/p>\n<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<ol start=\"4\">\n<li>\n<p align=\"justify\"><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Zichermann, G. y Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Cambridge, MA: O\u2019Reilly Media. Recuperado de <\/span><\/span><\/span><a href=\"http:\/\/www.oreilly.com\/pub\/pr\/2866\" target=\"_blank\" rel=\"nofollow\"><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"><u>http:\/\/www.oreilly.com\/pub\/pr\/2866<\/u><\/span><\/span><\/span><\/a><\/p>\n<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<ol start=\"5\">\n<li><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Johnson, L., Adams Becker, S., Cummins, M., Estrada, V., Freeman, A., &amp; Ludgate, H. NMC Horizon Report: 2013 Higher Education Edition (2013).<i>Austin, Texas, USA: The New Media Consortium<\/i>.<\/span><\/span><\/span><\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<ol start=\"6\">\n<li><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Johnson, L., Adams Becker, S., Estrada, V., &amp; Freeman, A. (2014). NMC Horizon Report: 2014 library edition. <i>Austin, Texas. The New Media Consortium<\/i>.<\/span><\/span><\/span><\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<ol start=\"7\">\n<li>\n<p align=\"justify\"><a name=\"yui_3_17_2_2_1466098757953_937\"><\/a><a name=\"yui_3_17_2_2_1466098757953_934\"><\/a><a name=\"yui_3_17_2_2_1466098757953_935\"><\/a><a name=\"yui_3_17_2_2_1466098757953_936\"><\/a><a name=\"yui_3_17_2_2_1466098757953_984\"><\/a><a name=\"yui_3_17_2_2_1466098757953_986\"><\/a> <span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\">Santana Cabrera, Esteban (Marzo 13, 2016). LA GAMIFICACI\u00d3N EN LA AULAS (ARTICULO DE UN BLOG). Recuperado de <\/span><\/span><\/span><a href=\"http:\/\/ined21.com\/la-gamificacion-las-aulas\/\" target=\"_blank\" rel=\"nofollow\"><span style=\"color: #000000\"><span style=\"font-family: Arial\"><span style=\"font-size: medium\"><u>http:\/\/ined21.com\/la-gamificacion-las-aulas\/<\/u><\/span><\/span><\/span><\/a><\/p>\n<\/li>\n<\/ol>\n","protected":false},"excerpt":{"rendered":"<p>Aportaci\u00f3n realizada por Rubenny Altagracia Lorenzo Vega, alumna del M\u00e1ster en Educaci\u00f3n y Nuevas Tecnolog\u00edas, en la asignatura de Blogs. La gamificaci\u00f3n en la aulas (Extra\u00eddo de Edublog INED21) Autor: Esteban Gabriel Santana Cabrera \u00a0 El ser humano juega desde muy temprano en su vida como forma de entretenimiento y diversi\u00f3n, lo que puede convertirse [&hellip;]<\/p>\n","protected":false},"author":146,"featured_media":2802,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1,19],"tags":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.9 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>La gamificaci\u00f3n en la aulas - Blog Edutic - Educaci\u00f3n y Nuevas Tecnolog\u00edas | UDIMA<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/blogs.udima.es\/educatic\/la-gamificacion-en-la-aulas\/\" \/>\n<meta property=\"og:locale\" content=\"es_ES\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"La gamificaci\u00f3n en la aulas - Blog Edutic - Educaci\u00f3n y Nuevas Tecnolog\u00edas | UDIMA\" \/>\n<meta property=\"og:description\" content=\"Aportaci\u00f3n realizada por Rubenny Altagracia Lorenzo Vega, alumna del M\u00e1ster en Educaci\u00f3n y Nuevas Tecnolog\u00edas, en la asignatura de Blogs. 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