SCHOOL OF EDUCATION AND PEDAGOGY FACULTY OF EDUCATION BACHELOR IN ENGLISH AND SPANISH - DISTANCE
Gamification Essay Cristian Ferney Castaño Escalante
TEACHER Blanca Ivone Montes De Oca Ospina
Communicative Competence in English Language II Medellin 2018
Gamify The World
“Are video games bad? That same thing they said about Rock” Shigeru Miyamoto.
Videogames have been classified as leisure activities that are a total waste of time, which impede youth and denigrate moral values, we are going to change that image and transform the universe into a videogame. Gamification: is the funniest way to create many strategies to teach, to be used in Psychology and the most important, for play; its structure motivates the student to discover new worlds through the new experience and the combination of each sense of the student. Gamification not only refers to a digital world but also to table games like chess, which improves the focus and strategy. In the digital world, games like Minecraft and Terraria combine the principal focus points of the Civil Engineering showing that to the player. Do you still think video games are a waste of time? Jane McGonigal in a TED talk 2010 said: …“The Online video games can create a best world” because it requires extreme concentration to address and solve the complex problems that arise in the adventure of the game and if that concentration was used to solve a political problem, mathematical order or a global crisis within it? It would be much easier and fun to solve these problems.” In this century video games are the option of the young people to create a new environment for other people with characteristics that they like, for example games like Minecraft give the students the basic concepts of Civil Engineering, collaboration, organization, planning, economy, to mention some skills; League of Legends takes the fantasy of the books and brings it to the reality, Tetris improves the logical math ability as mentioned in an article of BioMed Central Limited: “Brain imaging shows playing Tetris leads to a thicker cortex and may also increase brain efficiency, according to a new study. A research team based in New Mexico is one of the first to investigate the effects of practice in the brain using two image techniques. Haier, R. (2009) We are not machines, because the learning process is directed towards a necessary absorption of information; it is not enough just to have a piece of the knowledge pie, but to motivate the student to really interact with the learning because learning lesson by lesson turns the learning process into a boring and routine mechanical process, we must examine, plan and design new strategies to learn transforming even the courses and the structure of the subjects generating new learning opportunities.
Alfredo Hernando Calvo in his book, A Journey to 21st Century Education, chapter (#11) “A Videogame called Curriculum”, said: …“Digital devices allow us to open our projects in spaces that cross reality and the screen. Augmented reality is the term used to refer to these spaces, to permeable boundaries between the physical and the virtual where the transmedia narrative makes more sense. Thanks to augmented reality, we can see elements, first invisible that we only discover when using cameras and other applications of digital devices, with which we create a mixed reality: a space with real elements and virtual elements that we perceive thanks to the technology.” Open the door to any teacher in the world. Thanks to programs such as Skype or Google Hangout, we can organize free videoconferences in our own classroom with people from all over the world. Do not put yourself the limitations that technology does not give you. Try to have conversations with singers, writers, teachers from other countries with different languages that help us in our own lives learning and living. The world is big, and technology allows us to open a window in our classroom”. The game model really works because it motivates the students, developing a greater commitment of the people, and encouraging the spirit of improvement. A series of mechanical and dynamic techniques extrapolated from the games are used. It can be used to think many things, to teach other languages, to teach other subjects such as history, math. You can teach about different parts of other world, many students use the videogames to teach, to design, to create other structures.
Bibliography
Wilkens, Kim. (2011). TED talk. United States: Gamification of Education. https://ed.ted.com/on/uk36wtoi
McGonigal, Jane. (2010). TED talk. New York: The Video Games can save the World. https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_ world?language=es#t-120472
Haier, Richard. (2009). Science News. United States: Is Tetris Good For The Brain? https://www.sciencedaily.com/releases/2009/09/090901082851.htm
Gaitan, Virginia. (2013). Educative. Spain: Gamification: The Fun Way To Learn. https://www.educativa.com/blog-articulos/gamificacion-elaprendizaje-divertido/
Calvo, Hernando. (2015). Madrid – Spain: Fundacion Telefonica: A Journey To 21st Century Education. file:///C:/Users/Chris/Downloads/Journey-interactive-18012016.pdf