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Didactic strategies for hacking virtual education

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Gamification is the immersion of the narrative in a complete content that develops and generates learning by taking game elements, while game-based learning are games that already have their dynamics, strategies and pre-established rules and that are adapted to teach something.

In addition, it provides at least fifty different game elements that can be adapted to the classroom, without the need to implement them all at the same time, but it is possible to consider those that best suit the dynamics and motivate students to achieve learning objectives.


Neuroscience teaches us that the basis of learning are emotions, therefore, learning by playing is a very useful method to adapt to the learning pace of students and to the current dynamics.

Do you want to know how to do it?

  • Establish learning objectives:
  • Subject or subject of learning. 
  • Definition of objectives. 
  • Competencies. 

 

  • Elements of the game:
  • Rules of the game.
  • Rewards.
  • Other elements.

 

  • Elements to take into account in the narrative:

Narrative is the excuse to get students involved in the development of their learning, because of this: 

  • Capture the student's attention from the beginning.
  • It narrates through stories. 
  • It tells why the game character is doing what he is doing. 
  • Design a hero adventure. Students take on this role to accomplish missions.
    (Answer with the story the questions What is to be done? what is it for? what is its purpose?).
  • Define storytelling elements (real world, fictional world, heroes, powers, villains). 
  • Describes the sequence of situations that the hero must experience from the call to the return to the ordinary world (including the sequence of missions with increasingly more complex challenges than the previous ones).

 

  • Narrative: 
  • Game chosen as inspiration.
  • Answer these questions with the narrative of the game: What is to be done? What is it for? What is its purpose?

How to develop digital and pedagogical skills that can be applied to the design of virtual courses or classes?

  • Digital contents (formats and examples):
  • Podcast.
  • Digital videos.
  • Music videos.
  • TED-type videos.
  • Graphic narratives and comics.
  • Mix between comic and photographic.
  • Posters.
  • E-cards.
  • Infographics.
  • Maps.
  • Informative games.
  • Journalistic formats.

What are the recommended tools?

  • Canva.
  • Atavist.
  • Coggle.
  • Powtoon.
  • StoryMap JS.
  • Piktochart.
  • Nearpod

How to apply gamification to the project?

  • Build a narrative according to the theme of your project.
  • Choose and describe the gamification game elements that you will apply in your project.
  • Describe the missions to be achieved by the trainee in your project.
  • MISSIONS AND CHALLENGES: 
  • Define the missions.
  • Elements to be achieved in each mission related to the learning objectives.

Project-based learning generates significant learning, since students relate to what they have studied according to their own objectives and seek new knowledge and experiences. 

It also strengthens problem solving and collaboration, because the student solves real situations through the appropriation of different digital tools that promote collaboration and discussion through communication channels. 

 

Speaker: Jovanna Marin

 

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