<p>Este artículo presenta los resultados de una experiencia de innovación realizada con alumnos de primer curso del Grado de Maestro de Educación Primaria. Partiendo de las tendencias globales a favor del fomento de capacidades de aprendizaje autónomo y colaborativo, un grupo de profesores miembros del Grupo de Innovación Docente EIE-GID, ha buscado una graduación progresiva en la dificultad y protagonismo a asumir por el alumnado en las tareas de aprendizaje. Se busca superar la dicotomía de clases teóricas y clases prácticas, empleando metodologías diversas, pero que comparten entre sus rasgos: fomentar la autonomía del alumno, procurar la motivación, adopción de riesgos y elaboración de respuestas alternativas, promoviendo responsabilidad, con opciones de experimentar y estimular el desarrollo de una actitud de superación permanente. Para ello, se plantean tareas que permiten hacer frente a acontecimientos imprevistos, tomar iniciativas, ser responsables y autónomos, movilizar recursos, comunicarse y relacionarse de manera efectiva y evaluar los efectos de las propias decisiones críticamente, de forma que los últimos temas se desarrollan basándose en la estrategia metodológica Aula Invertida. Al mismo tiempo, se diseña un protocolo de recogida de información y evaluación dirigido a los propios estudiantes para valorar el proceso y los resultados obtenidos. Las respuestas obtenidas muestran una valoración positiva sobre la experiencia, si bien los alumnos reclaman clases expositivas para aclarar las dudas sobre contenidos.</p>
Numerous studies have confirmed that gamification develops favorable scenarios for student learning by encouraging student involvement and promoting a more active role. Starting from this premise, in this article we describe an experience we developed with first-grade teacher- training students to find a learning environment that will encourage student involvement in the construction of learning in a challenging and stimulating way. Other aims of this experience are to enable students to face awkward situations responsibly, work on their social and communica- tion skills, and employ critical, creative and contextualized thinking. To evaluate the success of this experience, after its implementation we analyzed the results by comparing responses from parti- cipating students with those from a group from the same Degree and university who employed a different methodology. To gather information, we administered an internationally validated survey – the Student Engagement Questionnaire – and corroborated its validity and reliability with the participants of our study. Our main results are that this methodological experience based on gami- fication promoted a motivating teaching-learning environment, encouraged significant interaction between teachers and students, promoted self-managed learning, interpersonal and communicative skills, and developed student adaptability, while also creating a playful and dynamic atmosphere. We therefore conclude that proper planning and gamification development help to create environ- ments that enrich learning at the university level, improve the management of knowledge and trai- ning content, and develop important transversal skills for the training of future Elementary School teachers.
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