In today’s post I will talk a little about the new trends that we find in the classrooms, where a few intrepid teachers are being encouraged to incorporate gamification or gamification in their classes.
Little by little the teachers and schools begin to see the importance of a different approach to the students and fair gamificar the classes can reach parcels of motivation in students that otherwise is very difficult to reach.
One of the main reasons given by teachers who are encouraged to gamify their subjects, is that they see that they do not reach their students as before, that they disconnect in their classes.
More and more teachers are encouraged to share their experiences and even associate, an example of this can be found at game app development company a community of professors who share experiences and resources.
It is true that the gamification experiences in the classroom although they are increasing are still scarce and tend to come from particular initiatives rather than the center as such. This is logical given the novelty of the approach and the difficulty of matching the needs to comply with the established official curriculum and the characteristics of gamification. But if some more attention were paid by the centers, they would see the advantages that this approach can bring.
Neurodidactics teaches us certain characteristics of learning.
- The brain learns when it gets excited.
Just one of the things that videogames have is that ability to thrill, bringing that to a gamification is not easy and requires a job, but given the target population, it is much more possible to create something that can reach them and that will excite them if we compare with training environments in companies.
- The brain is a social organ that improves learning when it interacts with others.
In the classroom there are interactions, that is undeniable, but with gamification we can model them or drive them to be as close as possible to our need.
- The brain learns by doing.
The more opportunities we have to learn what is seen in the classroom, the better. With gamification we can generate repetitive dynamics to consolidate content in people or approximations from different areas that send the same information so that you have to perform the same task several times. The aim is that the student has to reiterate in the contents that we want to consolidate.
The approach to gamification in the classroom is still very little technological. Based on many occasions in the incorporation of board games and managing the mechanics of points, achievements, medals and others, manually, this generates a management problem and sometimes limits the approach to gamification.
With access through Apps for mobiles and Tablets can be achieved better tools and resources that will undoubtedly help to make better gamifications in the classroom, and in those centers that by the age range students can have access to an App in their mobile phone or tablet, we will further expand the scope of them.
The Classrooms 2.0 begin to be a reality, but in many cases they do not make use of the potential they have and gamification is a way of moving to the concept of Education 2.0.