De la enseñanza con libros de texto al aprendizaje en espacios online gamificados

  1. Area Moreira, Manuel 1
  2. Carina S. González González 1
  1. 1 Universidad de La Laguna
    info

    Universidad de La Laguna

    San Cristobal de La Laguna, España

    ROR https://ror.org/01r9z8p25

Revista:
Educatio siglo XXI: Revista de la Facultad de Educación

ISSN: 1989-466X 1699-2105

Año de publicación: 2015

Título del ejemplar: Digitalización de los contenidos curriculares

Volumen: 33

Número: 3

Páginas: 15-38

Tipo: Artículo

DOI: 10.6018/J/240791 DIALNET GOOGLE SCHOLAR lock_openDIGITUM editor

Otras publicaciones en: Educatio siglo XXI: Revista de la Facultad de Educación

Resumen

En este artículo se plantea la necesidad que la escuela del siglo XXI empiece a transformar sus materiales didácticos adecuándolos a las nuevas experiencias y formas expresivas de la sociedad digital. Comienza con el análisis del medio o material didáctico idiosincrático escolarcomo es el libro de texto. Se le caracteriza como un producto derivado de una concepción enciclopedista del curriculum, derivado del modelo de las industrias culturales del siglo XX y que juega un papel mediador entre el curriculum oficial y la práctica docente ya que vertebra lo quedebe enseñarse y aprenderse. Frente a ello, presentamos un nuevo enfoque de producción de materiales educativos basados en la lógica de los videojuegos. Es el enfoque de gamificación del aprendizaje que implica un modelo de aprendizaje basado en situaciones problemáticas, enmayor interactividad humano-máquina y con componentes lúdicos. Concluimos que estos materiales digitales gamificados tienen profundas implicaciones para la reestructuración de las industrias editoras, así como para las concepciones y prácticas de enseñanza y aprendizaje en lasescuelas.

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