Gamificación para mejorar el manejo de la cámara profesional en la asignatura de Fotografía

  1. Cecile Meier 1
  2. Alejandro Bonnet de León 1
  1. 1 Universidad de La Laguna
    info

    Universidad de La Laguna

    San Cristobal de La Laguna, España

    ROR https://ror.org/01r9z8p25

Revue:
Revista de Investigación y Pedagogía del Arte

ISSN: 2602-8158

Année de publication: 2022

Número: 11

Pages: 1-18

Type: Article

D'autres publications dans: Revista de Investigación y Pedagogía del Arte

Résumé

In the Faculty of Fine Arts, Photography is taught in the first and second year in the different careers. In the first year, students are introduced, among other subjects, to the use of a professional digital camera. During these years, it has been observed that students are not able to adequately retain the handling of the professional digital camera from one year to the next. To this end, an interactive digital game has been designed, accessible from any device, through the Genially platform. The game consists of different challenges that involve the use of the digital camera, taking up the content learned during the course. To check if there is also an improvement in theoretical knowledge, a quick answer test was performed with the Kahoot! application, before and after the game. Students' photographs are also corrected to verify if they have been able to use the camera parameters correctly. Finally, a satisfaction test is given to the class. Good results are obtained in terms of the satisfaction of the students who say that the game has motivated them and that they have had fun as well as learning.