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#GameIsNotOver: Gamification applied to `Technology, Programming, and Robotics´. An overview of a CLIL proposal

Fecha

2022

Título de la revista

ISSN de la revista

Título del volumen

Editor

Dykinson

Resumen

Nowadays teachers face difficulties to motivate and stimulate students in the classroom. New tendencies such as student-centered methodologies have arisen in order to confront these difficulties. In addition, European countries and especially Spain, have bet for an improvement in foreign language teaching. CLIL has invaded Spanish schools, but it may be complicated to teach through this approach, at least at the beginning. Probably, hundreds of teachers are wondering how to develop a lesson plan that not only motivates, but also stimulates their students, in which students are the protagonists of their own learning process and in which both content and a foreign language are integrated. This paper is aimed at trying to answer those questions by developing a gamification project for a CLIL class of the subject “Technology, Programming and Robotics” designed for 2nd CSE students in Madrid (Spain) called “#GameIsNotOver”.

Descripción

Palabras clave

CLIL, gamification, Scratch, ICT, student-centered learning

Citación

Ballesteros Aceituno, B. y A. V. Casas Pedrosa. (2022). “#GameIsNotOver: Gamification applied to `Technology, Programming, and Robotics´. An overview of a CLIL proposal”. En D. Cobos-Sanchiz, E. López-Meneses, A. Jaén-Martínez, A.-H. Martín-Padilla y L. Molina-García (eds.) Educación y sociedad: Pensamiento e innovación para la transformación social. Madrid: Dykinson; 2649-2658.