Un “pasapalabra” para el aprendizaje de conceptos geológicos

  1. Javier Fernández-Lozano
  2. Jaime Bonachea
  3. Mario Morellón
  4. Juan Remondo
Journal:
Enseñanza de las ciencias de la tierra: Revista de la Asociación Española para la Enseñanza de las Ciencias de la Tierra

ISSN: 1132-9157

Year of publication: 2020

Volume: 28

Issue: 1

Pages: 50-59

Type: Article

More publications in: Enseñanza de las ciencias de la tierra: Revista de la Asociación Española para la Enseñanza de las Ciencias de la Tierra

Abstract

The integration of educational environments increasingly dynamic and motivational have triggered a current tendency based on the use of digital resources. Gamification, understood as the use of games for the development of learning activities that can be developed either in the classroom or online before, during and after the sessions, is a tool that can drive the teaching-learning process. In recent years, a wide variety of teaching tools have contributed to lead and promote learning, allowing the development of a more inclusive school, personalized and capable of promoting, at the same time, the acquisition of transferable skills. For that purpose, we have designed an application that simulates the popular tv program “Password”. The main goal is to contribute to the learning of geological concepts in Earth Sciences classrooms from the Primary Education Degree, using games. The development of skills through videogames, within the context of gamification, promotes active learning and the acquisition of geological knowledge using new technologies through free and easy to access digital environments. The “Geologic Password” also provides a way for reviewing knowledge before, during, and after each learning unit and can be used as a method for evaluation. This type of games improves student ́s motivation, driving the learning process and increasing the ability to search for information in those students with special needs.