SciELO - Scientific Electronic Library Online

 
vol.17 número1Gamificación y aprendizaje colaborativo en línea: un análisis de estrategias en una universidad mexicana índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados

Revista

Articulo

Indicadores

Links relacionados

  • No hay articulos similaresSimilares en SciELO

Compartir


ALTERIDAD.Revista de Educación

versión On-line ISSN 1390-8642versión impresa ISSN 1390-325X

Resumen

DE SOUSA MENDES, Diego; DE LIMA, Marcio Roberto  y  REIS DE FREITAS, Tamara Aparecida. Gamification, “I have no idea what it is”: a study in the Physical Education Initial Teacher Training. Alteridad [online]. 2022, vol.17, n.1, pp.12-23. ISSN 1390-8642.  https://doi.org/10.17163/alt.v17n1.2022.01.

The implementation of didactic strategies that involve the imbrications of elements and specific languages of digital culture in the context of teacher training is an indispensable condition for the renewal of contemporary pedagogical action. This research aimed to identify relevant elements in a teaching process developed with 24 teachers in initial training (TIT) regarding gamification. This study consolidated a Case Study structured from the pedagogical experiences developed during the “Physical Education Teaching Methodology III.” The empirical data were produced through classroom observations with records in a field diary and digital audio recordings of debates held, which were transcribed. This corpus was submitted to a Content Analysis mediated by the ATLAS.ti software. The results indicated that the learning process about gamification developed from the experience of creating gamified classes. The presence, emphasis, or absence of certain game elements revealed the understanding that the TIT group established concerning thematic. It is also noteworthy that the association of gamified actions to digital technologies boosted education development in digital culture. Finally, the experience is undertaken forged possibilities of meaning and learning by assuming communication and reflection as mediating elements of gamified pedagogical actions.

Palabras clave : Gamification; teacher; training; teaching; education.

        · resumen en Español     · texto en Español     · Español ( pdf )