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What is Learning Role

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education
Position and importance that each agent of the educational process occupies within the teaching and learning process.
Published in Chapter:
Gamification: A Learning Technique for the Dynamization of the Teaching of Social Sciences
Juan-Carlos de la Cruz-Campos (Universidad de Granada, Spain), Santiago Pozo-Sánchez (University of Granada, Spain), Blanca Berral-Ortiz (University of Granada, Spain), and Santiago Alonso-García (University of Granada, Spain)
DOI: 10.4018/978-1-6684-5240-0.ch008
Abstract
The search for the optimization of educational processes has led to gamification becoming one of the teaching strategies that has received the most attention in recent years. This chapter carries out an analysis of the particularities that make up gamification as a learning technique for educational revitalization and updating. From a holistic perspective, a tour of the terminological particularities of gamification, constituent elements, benefits, and limitations is made. Likewise, this chapter reviews the main techno-pedagogical resources for the gamification of the Social Sciences classroom, focusing on the subject of History and the development of historical thinking skills, presenting different gamification experiences from a transversal perspective and proposes a compendium of gamified activities based on active learning. This work serves as a starting point for those teachers who intend to carry out gamified activities in their classroom within the field of Social Sciences.
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