Gamificación en la formación inicial docente de estudiantes de pedagogía en educación física: un estudio de caso (Gamification in the initial teacher training of physical education students: a case study)

Autores/as

DOI:

https://doi.org/10.47197/retos.v61.108822

Palabras clave:

clase gamificada, formación de profesores, enseñanza superior, motivación, participación, gamificar

Resumen

La presente investigación tiene como objetivo examinar los efectos de las experiencias gamificadas en la FID, específicamente, el caso de gamificación a través de la herramienta Kahoot en clases de la asignatura Epistemología de la Educación Física impartida a estudiantes que cursan la carrera de Pedagogía en Educación Física en una universidad chilena. Esta investigación adopta un enfoque interpretativo y se basa en una metodología de investigación educativa cualitativa; con un diseño estudio de caso cualitativo; los participantes son 26 estudiantes de Pedagogía en Educación Física de una universidad en Santiago de Chile. La edad oscila entre los 19 y 23 años. La información se recolectó por medio de grupos focales y fue analizada por medio de la Teoría Fundamentada. Los resultados se presentan en tres categorías: Motivación, Aprendizaje; Interacción Social. Como conclusiones, observamos que independiente de la plataforma, la gamificación que logra la diversión de los participantes permite mejorar la motivación y participación. Las recompensas otorgadas en las actividades gamificadas deben ser para todos participantes que alcance logros, con un enfoque de relación positiva, así evitar la frustración de los que no logran recompensas. Finalmente, constatamos que un enfoque mixto (tradicional-gamificación) presenta un medio efectivo para mantener el interés, la motivación y la efectividad del aprendizaje sin saturar a los participantes con una sola forma de enseñar-aprender.

Palabras clave: clase gamificada, formación de profesores, enseñanza superior, motivación, participación, gamificar.

Abstract. The present research aims to examine the effects of gamified experiences in IDF, specifically, the case of gamification through the Kahoot tool in classes of the subject Epistemology of Physical Education taught to students studying Physical Education Pedagogy at a Chilean university. This research adopts an interpretative approach and is based on a qualitative educational research methodology; with a qualitative case study design; the participants are 26 Physical Education Pedagogy students from a university in Santiago de Chile. Their ages ranged from 19 to 23 years old. The information was collected through focus groups and analyzed by means of Grounded Theory. The results are presented in three categories: Motivation, Learning; Social Interaction. As conclusions, we observed that regardless of the platform, the gamification that achieves the fun of the participants allows to improve motivation and participation. The rewards given in gamified activities should be for all participants who achieve achievements, with a positive relationship approach, thus avoiding the frustration of those who do not achieve rewards. Finally, we found that a mixed approach (traditional-gamification) presents an effective means to maintain interest, motivation and learning effectiveness without saturating participants with only one way of teaching-learning.

Keywords: gamified classroom, teacher training, higher education, motivation, participation, gamify.

Citas

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Publicado

2024-12-01

Cómo citar

Saavedra, E., Zúñiga, M., & Fuentes-Vilugrón, G. (2024). Gamificación en la formación inicial docente de estudiantes de pedagogía en educación física: un estudio de caso (Gamification in the initial teacher training of physical education students: a case study). Retos, 61, 695–705. https://doi.org/10.47197/retos.v61.108822

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Artículos de carácter científico: trabajos de investigaciones básicas y/o aplicadas