dc.contributor | Universitat Ramon Llull. Facultat de Psicologia, Ciències de l'Educació i de l'Esport Blanquerna | |
dc.contributor.author | Adam Dasca, Elisabet | |
dc.date.accessioned | 2023-11-23T14:38:42Z | |
dc.date.available | 2023-11-23T14:38:42Z | |
dc.date.issued | 2023-06 | |
dc.identifier.uri | http://hdl.handle.net/20.500.14342/3608 | |
dc.description | TFM del Màster Universitari en Lideratge de la Innovació Pedagògica i Direcció de Centres Educatius. Tutoritzat per Miquel Àngel Prats | ca |
dc.description.abstract | We are currently living in a time of constant change, acceleration and immediacy, affecting
society and school. For this reason, educational innovation enters this chaos as a process of
improvement aimed at improving the learning of pupils from the processes of inquiry (Butler,
Schellert and MacNeil, 2015). It is therefore giving meaning to education as a valuable tool in
primary school education, as it brings a new look at learning. In this vein, gamification is
introduced into academic life as a strategy that gains ground in schools, as it enriches meaningful and autonomous learning, promotes motivation and resilience in students. However,
there are many educational professionals and families who do not have sufficient knowledge in
this area. This restricts and hinders their implementation.
To break this barrier, an innovative activity gamified through Minecraft has been proposed, a
game that allows experimentation, interaction with other players, fosters creativity,
communication, and problem solving. It plays with the aim of promoting teamwork,
collaboration and active participation, while promoting empathy, solidarity and flexibility
(Kapp, 2012). Through play, a set of challenges is proposed to support cooperative learning.
In conclusion, the innovation of this input is key to academic and personal success for primary
education students, where gamification is the strategy that can help achieve the objective of
promoting teamwork. It is of great importance to explore the opportunities that games bring for
their benefits in the educational community, in order to improve the quality of teaching, learning
and attractive motivation that they provide. We therefore consider that there is still an open line
to continue to investigate the possibilities of gamification in the educational field. | |
dc.format.extent | 30 | ca |
dc.language.iso | cat | ca |
dc.rights | © L'autor/a | ca |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject.other | Ensenyament -- Innovacions -- TFM | ca |
dc.subject.other | Ludificació -- TFM | ca |
dc.subject.other | Joc d'ordinador -- TFM | ca |
dc.subject.other | Educació primària -- TFM | ca |
dc.subject.other | Motivació en l'educació -- TFM | ca |
dc.subject.other | Ensenyament -- Treball en equip -- TFM | ca |
dc.title | Gamificant l’aprenentatge: Disseny d’una activitat amb Minecraft per fomentar el treball en equip a les aules de primària a cicle superior | ca |
dc.title.alternative | Gamifying learning: Designing an activity with Minecraft to encourage teamwork in primary classrooms to upper cicle | ca |
dc.type | info:eu-repo/semantics/masterThesis | ca |
dc.rights.accessLevel | info:eu-repo/semantics/openAccess | |
dc.embargo.terms | cap | ca |
dc.description.version | info:eu-repo/semantics/publishedVersion | ca |