Sie befinden Sich nicht im Netzwerk der Universität Paderborn. Der Zugriff auf elektronische Ressourcen ist gegebenenfalls nur via VPN oder Shibboleth (DFN-AAI) möglich. mehr Informationen...
Perspectives and Trends in Education and Technology, 2023, Vol.366, p.35-44
Ort / Verlag
Singapore: Springer
Erscheinungsjahr
2023
Link zum Volltext
Quelle
Alma/SFX Local Collection
Beschreibungen/Notizen
In the education, more and more strategies are included that allow diversifying and energizing the teaching–learning process, including gamification, which, although not new, seeks to include recreational activities that allow students to acquire knowledge in a more attractive and dynamic way. The methodology used is experimental, through role play, which consists of assigning a certain function to each member of a group and making them responsible for achieving the objectives of a project. It is explaining the development of a good teaching practice proposal, the objective was to develop a graphic design product. Students assume different roles that allow them to simulate the operation of a printed media, and develop a real product, in this case a newspaper. The results show that students through real projects develop their skills and meet the competencies of the subject successfully.