11 mars 2019
Ce document est lié à :
info:eu-repo/semantics/altIdentifier/doi/10.21125/inted.2019.2356
info:eu-repo/semantics/OpenAccess
Angel Torres-Toukoumidis et al., « LA MISE EN ŒUVRE DE STRATÉGIES DE GAMIFICATION POUR L'AMÉLIORATION DES COMPÉTENCES DIGITALES », HAL-SHS : sciences de l'éducation, ID : 10.21125/inted.2019.2356
Transforming the learning process through strategies and tools dedicated to reinforcing experiences, producing commitment, unifying tasks and being fun and persuasive will generate changes in the particular needs of the educational context. In fact, gamification is presented as one of the catalysts of educational potential based on the application of play elements affecting motivation and knowledge apprehension. This research aims to deepen in the suitability of incorporating gamification on the learning process for que acquisition of digital skills. Thus, in this research is examined the disposition of gamification within the global framework of references to digital skills [1] organized into 7 areas and subdivided into 26 competencies: browsing, searching and filtering data, information and digital content; evaluating data, information and digital content; managing data, information and digital content; Interacting through digital technologies; sharing through digital technologies; engaging in citizenship through digital technologies; collaborating through digital technologies; netiquette; managing digital identity; developing digital content; integrating and re-elaborating digital content; copyright and licenses; programming; protecting devices, protecting personal data and privacy; protecting health and well-being; protecting the environment; solving technical problems; identifying needs and technological responses; creatively using digital technologies and identifying digital competence gaps; computational thinking; Operating specialized digital technologies for a particular field; Interpreting and manipulating data, information and digital content for a particular field. The methodology used is based on the application of a questionnaire to 50 experts in educational technologies from Europe and Latin America, obtaining as a result that there is greater convenience in the implementation of gamification for the development of the following digital competencies: collaborating through digital technologies, managing digital identity, programming, engaging in citizenship through digital technologies, sharing through digital technologies and protecting health and well-being. In conclusion, it is evident that the use of gamification for the development of digital competencies is mainly focused on the areas of safety, communication and collaboration. It is therefore recommended to formalize designs of gamification interfaces that address these issues.