Summary of La gamificación en el aula | #UNIRtecnologíaeducativa

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The video explores the implementation of gamification in the classroom, highlighting the importance of understanding the components of games and the different types of intrinsic motivation that can drive students to engage in learning. The video discusses various examples of games that have been successfully used for teaching, as well as strategies for creating a gamified environment. These include incorporating narrative elements and using random rewards to keep students engaged. The video also emphasizes the importance of providing feedback and managing frustration in the learning process, as well as the need to use different types of motivation to engage all students in the classroom. Overall, gamification is presented as a successful approach to creating meaningful learning experiences, generating emotions, and developing critical skills in students.

  • 00:00:00 In this section, the speaker explains what gamification is and the different components of a game. They use the example of the game of Parcheesi to illustrate the three main components of a game: elements (such as the pieces and board), mechanics (the rules of the game), and dynamics (how the players interact with one another and with the game). The speaker also introduces the concept of intrinsic motivation and the model of the four types of motivation developed by a friend of theirs. They further break down the four types of intrinsic motivation into the players who are motivated by relationships (socializers), the players who are motivated by a sense of purpose (philanthropists), the players who are motivated by improving their skills (achievers), and the players who are motivated by autonomy (free spirits). It is important to consider these types of players when implementing gamification strategies.
  • 00:05:00 In this section, the video discusses the difference between game-based learning (BJ) and gamification. Game-based learning entails using games or components of games to improve skills or evaluate students, while gamification makes use of game design elements to enhance the learning process. Various examples of games like Cortex, Carcassonne, and Mine were used to demonstrate how gamification can enhance cognitive skills such as attention, reasoning, logical thinking, spatial reasoning, and visio-perception. The video also provides ways in which game design should be well-thought-out to encourage students or players and turn potential disruptors into useful beta testers.
  • 00:10:00 In this section, the speaker discusses two different examples of how games can be used in the classroom. The first example involves using the game "Carcassonne" to teach students about areas and coordinates. The second example includes games like "The Cytosis" which teaches students about cell organization, and a game about the Cold War that covers the events and tensions between the USSR and the US. The speaker then defines gamification as the use of game mechanics and elements in a non-game context. They emphasize the importance of understanding what objectives need to be met before choosing a game for the classroom. Finally, they discuss the five steps involved in successful gamification, including setting objectives, selecting games, and evaluating outcomes.
  • 00:15:00 In this section, the speaker discusses the importance of narrative in gamification. He explains that narrative can be used to engage students by following the "hero's journey" structure. He provides an example of a narrative he created for his own students to explain how it can be done. He highlights the importance of engaging students in a story that is both challenging and rewarding, and that motivates them to follow the more difficult path to achieve their objectives. By doing this, gamification can help students develop skills and strengthen their learning.
  • 00:20:00 In this section, we learn about a fictional scenario where the survival of humanity depends on the selection of individuals for space travel. After much debate, it is decided that the only individuals who should embark on the mission are innocent children with a strong sense of environmental responsibility. The video then goes on to demonstrate how gamification can be used in classroom settings to engage students in learning. The presenter introduces various tools and strategies for setting up a gamified environment, such as micro-tasks, avatars, and a system of points and rankings. However, she notes that it's important to choose the right elements to keep students motivated and focused on the learning objectives.
  • 00:25:00 In this section, the speaker explains how they have implemented gamification in their classroom by using chapters rather than levels, creating a narrative, and incorporating different types of motivation for students. Rather than using a point system, the speaker uses a system of cards that are unlocked as students progress through the chapter, allowing them to have certain advantages and complete challenges for extra points. Additionally, the use of teams and clan rankings helps to motivate students who may not be interested in studying but want to see their team succeed. Overall, the speaker emphasizes the importance of incorporating different types of motivation and avoiding solely relying on extrinsic motivation to engage students.
  • 00:30:00 In this section of the video, the presenters discuss the use of gamification in the classroom, including the concept of a market where students buy and sell cards they have created and the use of special events to engage students in learning activities. They also discuss the use of competition between teams using web tools such as Flip Quiz and Classroom Screen. The presenters emphasize the importance of providing feedback and managing frustration in the learning process, and note that gamification can be a successful approach for engaging students in the classroom.
  • 00:35:00 In this section, the speaker talks about the importance of incorporating narrative elements into exams to engage students and make them feel like they are participating in something epic. By including narrative elements in exams, the students are required to read and critically think about the questions rather than rushing through them. The speaker also mentions the use of random rewards, such as eliminating more exercises and obtaining a second opportunity, to keep students engaged. Additionally, the speaker explains how incorporating a class structure with different responsibilities and roles can motivate students while making the classroom more lively and enjoyable.
  • 00:40:00 In this section, the speaker showcases the various elements of the gamification system and how they are combined to create a narrative for the students. They use a map with different skill points for the students to develop and complete specific missions. Furthermore, there is a gameplay mechanic where students have to collect crystals through math problems to obtain a password. There are also Easter eggs or hidden objectives that offer more rewards. Lastly, the speaker emphasizes the importance of generating emotions in students to create meaningful learning experiences. They explain that emotions are critical, as no learning can happen without them.

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