El uso de la gamificación como vehículo de intercambio pedagógico para el desarrollo profesional del profesorado

Autores/as

DOI:

https://doi.org/10.5944/ried.26.1.34026

Palabras clave:

desarrollo profesional del profesorado, gamificación, práctica pedagógica, aprendizaje colaborativo

Resumen

La gamificación introduce mecánicas de juego en contextos organizacionales para mejorar el impacto, los resultados o la participación del personal en un área específica de enfoque. Esta investigación-acción explora el potencial del juego como sistema para compartir la práctica pedagógica en una escuela de educación secundaria internacional. El estudio utiliza una actividad de 6 semanas que invita al profesorado a crear, desarrollar y compartir su práctica pedagógica a través de demostraciones en vivo con un/a compañero/a observador/a para recibir comentarios críticos. El estudio obtuvo datos de catorce participantes, con una mezcla de experiencia profesional, todos/as trabajando en la misma escuela. Las percepciones de los/las participantes sobre el impacto del proceso gamificado, su éxito en fomentar el intercambio de prácticas pedagógicas y su eficiencia como una alternativa al desarrollo profesional “tradicional” se obtuvieron mediante la realización de encuestas previas y posteriores a la gamificación. Los resultados muestran un apoyo positivo al uso de la gamificación en un contexto escolar para aumentar el intercambio pedagógico y mejorar la confianza de los docentes en cuanto a la profundidad y uso de diferentes estrategias pedagógicas. Además, se demostró que la gamificación puede proporcionar un vehículo de desarrollo profesional positivo para las escuelas. Finalmente, el estudio identifica nuevas vías para futuras investigaciones sobre el uso de la gamificación para el desarrollo profesional del profesorado de las escuelas.

Descargas

Los datos de descargas todavía no están disponibles.

Biografía del autor/a

Richard Greaves, University of Essex Online

Assistant Principal at Suzhou Singapore International School. He has more than 15 years of teaching and management experience in international school education in Thailand, Taiwan, Hong Kong and China. He holds a BA (Hons) in Geography by the University of Portsmouth, a PGCE in Secondary Education and Teaching by the University of Sunderland and a Master in Education by the University of Essex.  His current research interests include the role of technology in teaching learning and assessment and gamification as a way of sharing pedagogic knowledge and increasing learning conversations in (international) schools.

Dimitrios Vlachopoulos, Rotterdam School of Management, Erasmus University

Dimitrios Vlachopoulos has worked as faculty member in different universities in the Netherlands, the UK, the USA, Spain, Greece and Cyprus, mainly conducting research in education sciences and teaching in post-graduate and doctorate programs in the field of pedagogy and business administration. Currently, he is Associate Professor and director of e-learning at Rotterdam School of Management, Erasmus University. Since 2019 is a Senior Fellow of the Higher Education Academy (SFHEA) and Fellow of the Royal Society of Arts (FRSA). He has more than 100 publications in peer-reviewed journals, books, and international conferences and has participated in more than 20 EU projects related to teachers’ training, online education, quality assurance and evidence-informed teaching innovation.

Citas

Baiden, P., Essel, H. B., Vlachopoulos, D., Tachie-Menson, A., & Essuman, M. A. (2022). The Effect of Gamification on Home Economics Students' Motivation and Engagement in Drawing Activities. Technology, Knowledge & Learning, 27, 161-182. https://doi.org/10.1007/s10758-021-09566-7

BERA [British Educational Research Association] (2018). Ethical Guidelines for Educational Research. BERA.

Boateng, A. A., Essel, H. B., Vlachopoulos, D., Johnson, E. E., & Okpattah, V. (2022). Flipping the Classroom in Senior High School Textile Education to Enhance Students’ Learning Achievement and Self-Efficacy. Education Sciences, 12(2). https://doi.org/10.3390/educsci12020131

Bragg, L. A., Walsh, C., & Heyeres, M. (2021). Successful design and delivery of online professional development for teachers: A systematic review of the literature. Computers and Education, 166. https://doi.org/10.1016/j.compedu.2021.104158

Brauer, S. (2019). Digital open badge-driven learning: competence-based professional development for vocational teachers. Lapin yliopisto.

Coe, R., Rauch, C., Kime, S., & Singleton, D. (2020). Great Teaching Toolkit evidence review. Cambridge Assessment.

Comert, M. (2018). A quantitative research on the contribution of in-service training to the vocational development of teachers. Journal of Education and Training Studies, 6(7), 114-129. https://doi.org/10.11114/jets.v6i7.3239

Cordingley, P. (2008). Research and evidence‐informed practice: focusing on practice and practitioners. Cambridge Journal of Education, 38(1), 37-52. https://doi.org/10.1080/03057640801889964

Cordingley, P. (2015). The contribution of research to teachers’ professional learning and development. Oxford Review of Education, 41(2), 234-252. https://doi.org/10.1080/03054985.2015.1020105

Corey, S. (1953). Action Research in Education. The Journal of Education Research, 47(5), 375-380. https://www.jstor.org/stable/pdf/27529611.pdf?refreqid=excelsior%3A56db7cf773c4eeacf758e289ed8537ee

Csikszentmihalyi, M., & Csikzentmihaly, M. (1990). Flow: The psychology of optimal experience. Harper & Row.

De Vries S., van de Grift W., & Jansen E. (2014). How Teachers’ Beliefs about Learning and Teaching Relate to their Continuing Professional Development. Teachers and Teaching, 20(3), 338-357. https://doi.org/10.1080/13540602.2013.848521

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (28-30 September 2011). From game design elements to gamefulness: defining gamification [Presentation in conference]. 15th International Academic MindTrek Conference: Envisioning Future Media Environments. Tampere, Finland. https://doi.org/10.1145/2181037.2181040

Dodd, V. (2017). What works? The evidence base for teacher CPD delivered by employers. The Careers & Enterprise Company.

Ebadi, S., Rasouli, R., & Mohamadi, M. (2021). Exploring EFL learners’ perspectives on using Kahoot as a gamed-based student response system. Interactive Learning Environments. https://doi.org/10.1080/10494820.2021.1881798

Eshchar-Netz, L., & Vedder-Weis, D. (2021). Teacher learning in communities of practice: The affordances of co-planning for novice and veteran teachers’ learning. Journal of Research in Science Teaching, 58(3), 366-391. https://doi.org/10.1002/tea.21663

Forrest, S. (2018). Can CPD enhance student-centred teaching and encourage explicit instruction of International Baccalaureate Approaches to Learning skills? A qualitative formative assessment and summative evaluation of an IB school’s in-house CPD programme. Journal of Research in International Education, 17(3), 262-285. https://doi.org/10.1177/1475240918816401

Gao, J., Xu, Y., Kitto, E., Bradford, H., & Brooks, C. (2022). Promoting Culturally Sensitive Teacher Agency in Chinese Kindergarten Teachers: An Integrated Learning Approach. Early Years, 22, 55-70. https://doi.org/10.1080/09575146.2021.1901661

Hamari, J., Koivisto, J., & Sarsa, H. (6-9 January 2014). Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification [Presentation in conference]. 47th Hawaii International Conference on System Sciences. Hawaii, United States. https://doi.org/10.1109/HICSS.2014.377

Hyrynsalmi, S., Smed, J., & Kimppa, K. (9-10 May 2017). The Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to Everywhere [Presentation in conference]. 1st International GamiFIN Conference. Pori, Finland.

Jones, M. H., & Gallen, A. M. (2015). Peer observation, feedback and reflection from development of practice in synchronous online teaching. Innovations in Education and Teaching International, 53(6), 616-626. https://doi.org/10.1080/14703297.2015.1025808

Kennedy, M. M. (2016). How does professional development improve teaching? Review of Educational Research, 86(4), 945-980. https://doi.org/10.3102/0034654315626800

Levin, O., & Flavian, H. (2022). Simulation-based learning in the context of peer learning from the perspective of preservice teachers: a case study. European Journal of Teacher Education, 45(3), 373-394. https://doi.org/10.1080/02619768.2020.1827391

Liu, L. (2016). Using Generic Inductive Approach in Qualitative Educational Research: A Case Study Analysis. Journal of Education and Learning, 5(2), 129-135. https://doi.org/10.5539/jel.v5n2p129

Lopez-Carillo, D., Calonge García, A., Rodríguez Laguna, T., Ros Magán, G., & Lebrón Moreno, J. A. (2019). Using gamification in a teaching Innovation Project at the University of Alcalá: A new approach to experimental science practices. The Electronic Journal of e-Learning, 17(2), 93-106. https://doi.org/10.34190/JEL.17.2.03

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability, 13(4). https://doi.org/10.3390/su13042247

McNeill, J., Butt, G., & Armstrong, A. (2016). Developing collaborative approaches to enhance the professional development of primary mathematics teachers. Education, 3(13), 426-441. https://doi.org/10.1080/03004279.2014.973896

Mewald, C., & Mürwald-Scheifinger, E. (2019). Lesson study in teacher development: A paradigm shift from a culture of receiving to a culture of acting and reflecting. European Journal of Education 54(2), 218-232. https://doi.org/10.1111/ejed.12335

Nah, F., Zeng, V., Telaprolu, A., Ayyappa, P., & Eschenbrenner, B. (22-24 June 2014). Gamification of education: A review of literature [Presentation in conference]. International conference on HCI in business. Heraklion, Crete, Greece. https://doi.org/10.1007/978-3-319-07293-7_39

Nazaretsky, T., Ariely, M., Cukurova, M., & Alexandron, G. (2022). Teachers' trust in AI-powered educational technology and a professional development program to improve it. British Journal of Educational Technology, 00, 1-18. https://doi.org/10.1111/bjet.13232

Noonan J. (2018). An Affinity for Learning: Teacher Identity and Powerful Professional Development. Journal of Teacher Education, 70(5), 526-537. https://doi.org/10.1177/0022487118788838

OECD (2009). Creating Effective Teaching and Learning Environments: First Results from TALIS. OECD. https://doi.org/10.1787/9789264068780-en

Powell, C. G., & Bodur, Y. (2019). Teachers’ perceptions of an online professional development experience: Implications for design and implementation framework. Teaching and Teacher Education, 77, 19-20. https://doi.org/10.1016/j.tate.2018.09.004

Roohi, S., Takatalo, J., Guckelsberger, C., & Hämäläinen, P. (21-27 April 2018). Review of Intrinsic Motivation in Simulation-based Game Testing [Presentation in conference]. Conference on Human Factors in Computing Systems. Montréal, Canada. https://doi.org/10.1145/3173574.3173921

Schöbel, S., Schmidt-Kraepelin, M., Janson, A., & Sunyaev, A. (2021). Adaptive and Personalized Gamification Designs: Call for Action and Future Research. AIS Transactions on Human-Computer Interaction, 13(4), 479-494. https://doi.org/10.17705/1thci.00158

Takahashi, A. (2014). The role of the knowledgeable other in lesson study. Mathematics Teacher Education and Development, 16(1), 4-21. https://files.eric.ed.gov/fulltext/EJ1046714.pdf

Tongco, M. (2007). Purposive sampling as a tool for informant selection. Ethnobotany Research & Applications, 5, 147-158. https://doi.org/10.17348/era.5.0.147-158

Tran, H. N., Nguyen, C. D., Nguyen, G. V., Ho, T. N., Thi Bui, Q. T., & Hoang, N. H. (2022). Workplace conditions created by principals for their teachers’ professional development in Vietnam. International Journal of Leadership in Education, 25, 238-257. https://doi.org/10.1080/13603124.2019.1708472

Van den Bergh, L., Ros, A., & Beijaard, D. (2015). Teacher learning in the context of a continuing professional development programme: A case study. Teaching and Teacher Education 47, 142-150. https://doi.org/10.1016/j.tate.2015.01.002

Van der Walt, J. L. (2020). Interpretivism-Constructivism as a research method in the humanities and social sciences. International Journal of Philosophy and Theology, 8(1), 59-68. https://doi.org/10.15640/ijpt.v8n1a5

Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14. https://doi.org/10.1186/s41239-017-0062-1

Warsinsky, S., Schmidt-Kraepelin, M., Thiebes, S., & Sunyaev, A. (5-8 January 2021). Are Gamification Projects Different?’ An Exploratory Study on Software Project Risks for Gamified Health Behavior Change Support Systems [Presentation in conference]. 54th Hawaii International Conference on System Sciences. Maui, Hawaii, United States. https://doi.org/10.24251/HICSS.2021.159

Wermke, W. (2013). Development and Autonomy Conceptualising teachers’ continuing professional development in different national contexts. University of Stockholm.

Xu, J., Lio, A., Dhaliwal, H., Andrei, S., Balakrishnan, S., Nagani, U., & Samadder, S. (2021). Psychological interventions of virtual gamification within academic intrinsic motivation: A systematic review. Journal of Afective Disorders, 293, 444-465. https://doi.org/10.1016/j.jad.2021.06.070

Zimmer, W. K., & Mathews, S. D. (2022). A virtual coaching model of professional development to increase teachers' digital learning competencies. Teaching and Teacher Education, 109. https://doi.org/10.1016/j.tate.2021.103544

Publicado

2022-10-31

Cómo citar

Greaves, R., & Vlachopoulos, D. (2022). El uso de la gamificación como vehículo de intercambio pedagógico para el desarrollo profesional del profesorado. RIED-Revista Iberoamericana De Educación a Distancia, 26(1), 245–264. https://doi.org/10.5944/ried.26.1.34026