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dc.contributor.authorNavas-Romero, Cristina 
dc.date.accessioned2023-11-30T07:58:58Z
dc.date.available2023-11-30T07:58:58Z
dc.date.issued2023
dc.identifier.urihttps://hdl.handle.net/10630/28177
dc.description.abstractHigher education students are requested to learn an extensive variety of contents and develop a series of skills based on curricular standards. These demands usually differ considerably with pupils’ interests. As scholars are heterogeneous in their process of learning-acquisition, educators need to develop a suitable method of instruction. In order to promote greater interest on the part of the students’ while meeting the content and skills needed, a gamified project regarding an English Didactics’ subject was devised. This project was developed with the participation of second-year students from the Degree in Primary Education at the University of Malaga. It concerns an experience carried out during the 2022/2023 academic year where scholars were required to gamify in groups different contents instructed in the subject “Fundamentos Teórico-Prácticos de la enseñanza de la Lengua Extranjera”. The students’ response of the above-mentioned project was examined using a survey that was elaborated ad hoc and validated by experts. One hundred and twenty scholars participated in the study. Results indicate great reception on the part of the participants, who consider this strategy to learning with new technologies as a creative as well as a motivating experience.es_ES
dc.description.sponsorshipUniversidad de Málaga. Campus de Excelencia Internacional Andalucía Tech.es_ES
dc.language.isoenges_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.subjectEnseñanza - Innovacioneses_ES
dc.subjectEstudiantes universitarioses_ES
dc.subjectAlfabetización informacionales_ES
dc.subjectInglés - Estudio y enseñanzaes_ES
dc.subject.otherGamificationes_ES
dc.subject.otherMotivationes_ES
dc.subject.otherTeaching English as a second languagees_ES
dc.subject.otherHigher educationes_ES
dc.subject.otherDigital skillses_ES
dc.titleStudy of the Influence of a Gamified Unit on Student's Motivation and Learning.es_ES
dc.typeinfo:eu-repo/semantics/conferenceObjectes_ES
dc.relation.eventtitleIII Congreso Internacional Formación, Tecnología y Competencias Digitales en Educaciónes_ES
dc.relation.eventplaceOnlinees_ES
dc.relation.eventdate23/11/2023es_ES


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