Abstract

En el presente estudio se utilizó una metodología cualitativa fenomenológica y tuvo como objetivo analizar la reflexión profesional narrada por un grupo de estudiantes de Educación Física posterior al desarrollo de una propuesta de innovación educativa basada en el aprendizaje basado en proyectos (ABP) y la gamificación educativa. Participaron 30 estudiantes de Educación Física chilenos con edades entre 22 y 24 años, de los cuales 8 eran mujeres y 22 eran hombres, con el total de estudiantes se conformaron 7 grupos de trabajo. Los grupos desarrollaron rutas de desplazamiento activo donde monitorizaron la intensidad de las rutas con dispositivos móviles como el Apple Watch®, Smartwatch® y celulares, se desarrollaron infografías con PREZI®, POWERPOINT® y CANVA®, para el desarrollo de las propuestas de gamificación se utilizó la aplicación KAHOOT®. Los resultados de la reflexión fueron analizados con el software ATLASti®. En total se desarrollaron siete rutas activas, 16 infografías y seis propuestas de gamificación para el aprendizaje. Los resultados derivados de las reflexiones individuales arrojaron que los estudiantes obtuvieron un aprendizaje reflexivo profundo en el uso integrado de las estrategias ya que permitieron profundizar en las áreas del Enfoque Educativo y Metodológico, Formación Docente, Contexto y Ambiente. Se concluye que la sinergia entre el aprendizaje basado en proyectos (ABP) y la gamificación permiten desarrollar el aprendizaje profundo y ofrece un panorama prometedor para la mejora educativa favoreciendo el aprendizaje y adquisición de competencias en los futuros profesores de Educación Física, estas estrategias permiten generar innovaciones educativas en un contexto educacional real. Palabras clave: Centro de enseñanza; aprendizaje; innovación pedagógica; método de enseñanza Abstract. The present study used a qualitative phenomenological methodology and its objective was to analyze the professional reflection narrated by a group of Physical Education students after the development of an educational innovation proposal based on project-based learning (PBL) and educational gamification. Thirty Chilean Physical Education students between the ages of 22 and 24 years old participated, of which 8 were women and 22 were men; 7 work groups were formed with the total number of students. The groups developed active displacement routes where they monitored the intensity of the routes with mobile devices such as Apple Watch®, Smartwatch® and cell phones, infographics were developed with PREZI®, POWERPOINT® and CANVA®, for the development of the gamification proposals the KAHOOT® application was used. The results of the reflection were analyzed with ATLASti® software. In total, seven active routes, 16 infographics and six gamification proposals for learning were developed. The results derived from the individual reflections showed that the students obtained a deep reflective learning in the integrated use of the strategies since they allowed deepening in the areas of Educational and Methodological Approach, Teacher Training, Context and Environment. It is concluded that the synergy between project-based learning (PBL) and gamification allows the development of deep learning and offers a promising outlook for educational improvement favoring learning and acquisition of competencies in future Physical Education teachers, these strategies allow the generation of educational innovations in a real educational context. Keywords: Teaching center; learning; pedagogical innovation; teaching method; teaching methods

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