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dc.contributorUniversitat Ramon Llull. Facultat de Psicologia, Ciències de l'Educació i de l'Esport Blanquerna
dc.contributor.authorAdam Dasca, Elisabet
dc.date.accessioned2023-11-23T14:38:42Z
dc.date.available2023-11-23T14:38:42Z
dc.date.issued2023-06
dc.identifier.urihttp://hdl.handle.net/20.500.14342/3608
dc.descriptionTFM del Màster Universitari en Lideratge de la Innovació Pedagògica i Direcció de Centres Educatius. Tutoritzat per Miquel Àngel Pratsca
dc.description.abstractWe 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.extent30ca
dc.language.isocatca
dc.rights© L'autor/aca
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subject.otherEnsenyament -- Innovacions -- TFMca
dc.subject.otherLudificació -- TFMca
dc.subject.otherJoc d'ordinador -- TFMca
dc.subject.otherEducació primària -- TFMca
dc.subject.otherMotivació en l'educació -- TFMca
dc.subject.otherEnsenyament -- Treball en equip -- TFMca
dc.titleGamificant l’aprenentatge: Disseny d’una activitat amb Minecraft per fomentar el treball en equip a les aules de primària a cicle superiorca
dc.title.alternativeGamifying learning: Designing an activity with Minecraft to encourage teamwork in primary classrooms to upper cicleca
dc.typeinfo:eu-repo/semantics/masterThesisca
dc.rights.accessLevelinfo:eu-repo/semantics/openAccess
dc.embargo.termscapca
dc.description.versioninfo:eu-repo/semantics/publishedVersionca


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