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Educatie prin gamificare

Author

Listed:
  • Ionut-Cristian BARU

    (Școala Doctorală Dumitru Stăniloae a Facultății de Teologie Ortodoxă Justinian Patriarhul București, România)

Abstract

Luand in considerare avantul pe care tehnologia l-a luat in ultimii 50 de ani, putem afirma cu siguranta, ca paradigma pregatirii individuale sau colective va fi reprogramata in jurul unei colaborari participative digitale. Mai exact, ceea ce va trebui sa invatam precum si modul in care vom invata vor fi restructurate ontologic de catre tehnologie. De aceea a amenda dezvoltarea educatiei prin gamificare nu face parte dintr-o moda care o sa treaca, ci are rolul de a descoperi si a crea un instrument strategic in zona resurselor umane. In acest sens, prin cercetarea de fata, voi structura principiile de functionare ale gamificarii si voi preciza punctele pro si contra ale acestui tip de educatie precum si daca este posibila si necesara o aplicare viitoare a ei. Sensul acestui studiu a germinat din cercetarile pe care le-am facut pentru teza de doctorat, care se vrea un dialog realist si sincer intre religie si stiinta. Ca mijloc de abordare m-am folosit in special de metoda de observare intrucat lucrez intr-un domeniu in care sunt implicat in mod direct in modelarea unor caractere, dar si pe cea a studiului de caz. In cercetarea mea am fost uimit de rezultatul pe care l-a avut proiectul Gamify Your Teaching. Un proiect Erasmus+ coordonat de o echipa din Romania, in colaborare cu alte sase state care a primit distinctiile de poveste de succes(pentru impact si contributia la crearea de politici in domeniu, pentru rezultate inovative si abordare creativa) si exemplu de buna practica (pentru modul exemplar in care a fost dezvoltat si coordonat, fiind o sursa de inspiratie si pentru altii). Un aspect deosebit de important al acestui subiect este faptul ca sub incidenta lui pot fi implicati cercetatori, profesori, dar si studenti sau elevi. Concret, educatia prin ludificare isi propune sa sustina lectiile profesorilor in doua moduri: in primul rand, prin realizarea unui joc digital inovator, iar in al doilea rand, creand si testand materiale didactice pentru predarea. Un exemplu concludent este jocul de puzzle Foldit care, a facilitat o descoperire revolutionara in domeniul SIDA, rezolvand o problema pe care cercetatorii nu o desluseau de 15 ani. Cu peste 240,000 de jucatori, solutia a fost identificata in 10 zile. Deci gamificarea este o metoda de educatie utila si usoara care ii incurajeaza pe elevi si studenti sa practice studiul precum si sa faca schimb de idei.

Suggested Citation

  • Ionut-Cristian BARU, 2019. "Educatie prin gamificare," Smart Cities International Conference (SCIC) Proceedings, Smart-EDU Hub, vol. 7, pages 65-75, November.
  • Handle: RePEc:pop:procee:v:7:y:2019:p:65-75
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    More about this item

    Keywords

    jocuri video; tehnologie; mecanisme de joc; dinamică; ludificare;
    All these keywords.

    JEL classification:

    • O35 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Social Innovation

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