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Uso de la gamificación en formación profesional: beneficios que tiene sobre el alumnado
dc.contributor.advisor | González González, Carina Soledad | |
dc.contributor.author | Rojo Sánchez, Elena | |
dc.contributor.other | Máster Universitario en Educación y Tecnologías de la Información y Comunic | |
dc.date.accessioned | 2024-06-11T13:45:24Z | |
dc.date.available | 2024-06-11T13:45:24Z | |
dc.date.issued | 2024 | |
dc.identifier.uri | http://riull.ull.es/xmlui/handle/915/37823 | |
dc.description.abstract | From the first moments of our existence, human beings embark on a continuous process of acquiring knowledge, which is nourished mainly by our lived experiences. In this sense, play emerges as a fundamental component in this process, playing an important role in our training and development. However, as we advance in age and accumulate knowledge, it is common to observe a decrease in the application of this educational strategy. With this backdrop, this Master's Thesis immerses itself in research that focuses on a gamified didactic proposal. The underlying purpose is to demonstrate that gamification can be established as an ideal methodology for Vocational Training. It is hypothesized that this educational modality, by acting as a motivating factor, can have a positive impact on academic performance. To address this issue, a mixed methodology will be used, which will allow for an exhaustive analysis of the role of gamification in professional education. This approach will not only be oriented towards evaluating the effectiveness of gamification, but will also focus on examining its motivational benefits and its potential for greater diffusion in the educational field. | es_ES |
dc.format.mimetype | application/pdf | |
dc.language.iso | es | |
dc.rights | info:eu-repo/semantics/openAccess | |
dc.rights | Licencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 Internacional) | |
dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/deed.es_ES | |
dc.title | Uso de la gamificación en formación profesional: beneficios que tiene sobre el alumnado | |
dc.type | info:eu-repo/semantics/masterThesis | |
dc.subject.keyword | Formación Profesional, Gamificación, Tecnología educativa, Resultados académicos, Motivación | es_ES |