Gamification in the training of future culture and art professionals: experience of EU countries

Autores/as

DOI:

https://doi.org/10.17162/au.v12i3.1115

Palabras clave:

Gamificación, motivación, compromiso, productividad, movilidad.

Resumen

En las últimas décadas, el número de estudios científicos sobre la gamificación educativa ha aumentado considerablemente. Por ello, el estudio ha establecido la naturaleza ambivalente de la gamificación como una influencia dual en las características del proceso educativo. Se ha utilizado métodos científicos generales (análisis, síntesis, inducción, deducción, etc.) para establecer la eficacia de la gamificación en el proceso educativo en el ámbito de la cultura y el arte. El objetivo del estudio es establecer las bases fundamentales del funcionamiento de las prácticas de juego en el marco del aprendizaje. El tema del estudio hoy sigue siendo relevante ya que se correlaciona con los problemas de digitalización de la esfera educativa en el contexto del desarrollo tecnológico y las condiciones de cuarentena. La conclusión proporciona una justificación para la posición de perspectiva de nuevas formas de conducir el proceso educativo en condiciones de emergencia o preferencias personales de sus participantes. La importancia práctica de este estudio radica en la posibilidad de analizar la experiencia de los países europeos sobre la implicación de la gamificación en el proceso educativo y la búsqueda de vías de mejora.

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Citas

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Publicado

2022-04-22

Cómo citar

Prusak, V. ., Oleksandr, C. ., Volodymyr, Z. ., Akhtem, S. ., & Volodymyr, G. . (2022). Gamification in the training of future culture and art professionals: experience of EU countries. Apuntes Universitarios, 12(3), 267–281. https://doi.org/10.17162/au.v12i3.1115