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(1755) APPLICATION OF PROJECT BASED LEARNING AND GAMIFICATION METHODOLOGIES AS MOTIVATIONAL TOOLS FOR STUDENTS

机译:(1755)将基于项目的学习和游戏方法应用于学生的励志工具

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The International Standard Classification of Education classifies upper secondary education studies asLevel 3 ISCED;;at this level, Vocational Programmes are considered as one of the subdivisions thatcan be established. The Education System in Spain offers, within that same context, CiclosFormativos de Grado Medio in the different existing professional categories.In Spain, the graduation rate at that academic level in 2013 was of only 27%;;a small value ifcompared to OECD or UE21 results: 46% and 51%, respectively. Therefore, the identification ofcritical moments throughout that academic level that can lead students to leaving school is interesting.Furthermore, the proposal of educational methodologies focused on the reduction of the early leavingrate is also convenient.So, an increase of students' interest in teachers' teaching proposals is considered as a crucial aspect,as it can lead not only to help students overcoming this academic stage more successfully, but also toallow them accessing to higher education studies or to a more qualified labour market.This work proposes an experimental proposal in order to enhance the motivation of students fromvocational programmes at upper education studies by means of Game-based Learning (GBL)methodologies. To do so, the development of teaching activities, following Project-based Learning(PBL) methodologies, is proposed. In this case, these activities would lead to the resolution of projectsthroughout the competition amongst different work groups.In order to implement these Game-based Learning methodologies, the use of Classcraft(http://www.classcraft.com), as a Gamification and Learning Management System (LMS) tool isproposed. In this platform, every student would have an avatar who would be receiving rewards orpenalties according to the implication of the student in the project development and the obtainedresults.Moreover, the use of virtual collaborative work tools is also considered to manage the documentationof the project, thus ensuring each of the work group members can have full access to all theinformation they are generating, no matter where every student is located. The use of these toolswould also allow the delocalized and asynchronous collaborative elaboration of documents andreports corresponding to the predefined milestones for the different stages of the development of theproject, until its final solution.The use of Whatsapp (http://www.whatsapp.com) is proposed for the organizational management ofthe project. The generalized implantation of this social messaging tool within students at this stagewould easily fulfil the communication needs between the members of a team group, thus avoidinghaving to implement, learn and use further tools for the projects' management.
机译:国际标准的教育分类对高级教育研究进行了分类,ASLEVEL 3被认为;在这个级别,职业计划被认为是CHAN建立的细分之一。西班牙教育系统在同一背景下,在不同现有的专业类别中的CICLOSFORMATIVOS de Grado Medio。在西班牙,2013年学术一级的毕业率仅为27%;;一个小值IFEC或UE21结果:46%和51%。因此,在识别方面的识别时期,可以引导学生离开学校的学术水平很有趣。繁多,教育方法论的提议专注于减少早期去除阶段也是方便的。所以,对教师的兴趣增加了学生的利益教学提案被认为是一个关键方面,因为它不仅可以帮助学生更成功地克服这一学术阶段,而且还拍摄他们进入高等教育研究或更合格的劳动力市场。这项工作提出了一个秩序的实验提案通过基于游戏的学习(GBL)方法,提高上学研究中学生从职业计划的动机。为此,提出了在基于项目的学习(PBL)方法之后的教学活动的发展。在这种情况下,这些活动将导致对不同工作组的竞争的项目决议。为了实施基于游戏的学习方法,使用分类(http://www.crasscraft.com),作为游戏处理和学习管理系统(LMS)工具缺失。在这个平台中,每个学生都会有一个人们根据学生在项目开发中的含义和获取的事项中接受奖励orpenalties.Moureover,使用虚拟协作工作工具也被认为是管理项目的文档,因此,确保每个工作组成员都可以完全访问他们正在生成的所有信息,无论每个学生都在哪里。这些工具的使用还允许对应于预定义的里程碑的文档和异步协作阐述,用于预定义的里程碑,以获得Propect的不同阶段,直到其最终解决方案。使用whatsapp(http://www.whatsapp.com )提出了项目的组织管理。在这一阶段的学生中,这位社交消息传递工具的广义植入能够轻松地满足团队组成员之间的沟通需求,从而避免了实现,学习和使用项目管理的进一步工具。

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