viernes, 22 de febrero de 2019

PART ONE


Part I: Plotting the Course.


After a very good motivation since the begining part, Now we go deep into detail, This first part begins with a very substantial summary about the implementation of the gamification in the classroom, Mr. Matera makes a description about the reason why he suggets to use gamification in our contexts, and how it allows the  real use of the contents in our clases by  the students, we can say as a real situation "game" with a clear purpose  makes learning content meaningful for students, giving them contexts where the language, or any content can be used immediately.



In this part Matera invite us to think about gamification and to start with analizing our content and the required standards and then explore how to apply layers and gamification on top. The game-inspired course design works offering students ways to go beyond the basics engage them their body, mind and spirit as he says "there are buccaneers to bring on board, because we all have interests, passions and ideas"



atera presents us in this part,  the definition of what gamification is, and by dispelling some myths that exist in front of the implementation of gamefication in the classroom, many people think that it has not an educational purpose; The author describes the gamification as the use of strategies or instructions from games, in the activities that we carry out in our classrooms.


On the other hand, in this chapter, the author presents the arguments and examples of how funtional is gamification, not only in the educational area, but also in areas such as research and industry.




No hay comentarios:

Publicar un comentario