Aprender como jugando: Incorporación de estrategias lúdicas para motivar el aprendizaje y el desarrollo de habilidades colaborativas en adultos
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Date
2022-10-14
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Pontificia Universidad Católica del Perú
Abstract
El juego es una estrategia didáctica que se suele emplear con frecuencia en la
educación infantil y se va perdiendo o dejando de realizar conforme la edad del
educando aumenta, llegando a ser prácticamente nula al ser adulto. Por esta razón,
el presente trabajo busca dar a conocer cómo la incorporación de estrategias lúdicas
contribuye a motivar el aprendizaje y desarrollar habilidades colaborativas en los
adultos que participan en programas de capacitación; así como Identificar las
fortalezas en el proceso de incorporación de estrategias lúdicas dentro del desarrollo
del programa de educación financiera y previsional para adultos y analizar el valor del
rol docente para el diseño e implementación de dichas estrategias. Para lograr ello en
un primer momento se identifica, contextualiza y describe la experiencia significativa
docente, la cual es luego sujeta a una primera reflexión crítica. Seguidamente se
realiza un diálogo y análisis con relación los principales conceptos teóricos que
finalmente conducen a proponer y sustentar una propuesta de mejora del perfil
profesional. El trabajo concluye que la gamificación es una estrategia didáctica que
permite motivar el aprendizaje y desarrollar competencias relacionadas con el trabajo
colaborativo en adultos al proveer un contexto lúdico se facilita el desarrollo de
conflictos cognitivos a partir de la generación de zonas de desarrollo próximo (ZDP).
Así mismo, se menciona como la interdisciplinariedad fortalece la labor educativa
enriqueciéndola de diversos enfoques y metodologías que facilitan los procesos de
enseñanza y aprendizaje.
Play is a didactical strategy which is often used in early childhood education, nonetheless, is lost or stopped when people get older, becoming nonexistent or scarce at adult age. Therefore, this paper seeks to disclose how the incorporation of ludic strategies contributes to motivate learning and develop collaborative skills in adults who participates in training programs; as well as to identify the strengths in the process of incorporating playful strategies within the development of the financial and pension educational programs for adults and to analyze the value of the teaching role for the design and implementation of those strategies. To achieve this, at first, the significant teaching experience is identified, contextualized, and described, which is then subject to a first critical reflection. Then, a dialogue and analysis is carried out in relation to the main theoretical concepts that finally lead to proposing and supporting a proposal to improve the professional profile. As a result, the paper conclude that gamification is a didactical strategy that allows adults to be motivated for learning and develop collaborative skills by providing a playful context, the development of cognitive conflicts is facilitated by the generation of Proximal Zone of Proximal Development (ZDP). Likewise, it is mentioned how interdisciplinarity strengthens educational work by enriching it with various approaches and methodologies that facilitate teaching and learning processes.
Play is a didactical strategy which is often used in early childhood education, nonetheless, is lost or stopped when people get older, becoming nonexistent or scarce at adult age. Therefore, this paper seeks to disclose how the incorporation of ludic strategies contributes to motivate learning and develop collaborative skills in adults who participates in training programs; as well as to identify the strengths in the process of incorporating playful strategies within the development of the financial and pension educational programs for adults and to analyze the value of the teaching role for the design and implementation of those strategies. To achieve this, at first, the significant teaching experience is identified, contextualized, and described, which is then subject to a first critical reflection. Then, a dialogue and analysis is carried out in relation to the main theoretical concepts that finally lead to proposing and supporting a proposal to improve the professional profile. As a result, the paper conclude that gamification is a didactical strategy that allows adults to be motivated for learning and develop collaborative skills by providing a playful context, the development of cognitive conflicts is facilitated by the generation of Proximal Zone of Proximal Development (ZDP). Likewise, it is mentioned how interdisciplinarity strengthens educational work by enriching it with various approaches and methodologies that facilitate teaching and learning processes.
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Keywords
Juegos educativos, Trabajo en grupos (Educación), Educación de adultos, Aprendizaje (Educación)--Metodología
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