Abstract
Playing and learning by doing have become a very promising methodology for all levels of education. Its combination with existing online tools that also allow its use at times like we have experienced with the COVID-19, where face-to-face classes were not possible, makes of gamification a tool not only motivating for students but also extremely versatile for teachers. Moreover, it can be combined with other methodological proposals such as the flipped-class or cooperative learning. Therefore, the learning of digital tools allows the creation of games in an easy way, without the need of having great technological knowledge, and becomes essential for future educators. In the present experience, an activity was designed in which future teachers of the degree of Early Childhood and Primary Education had to develop digital breakouts for their educational levels, previously going through the experience of learning by playing. In this way the game was used to design educational games. In the case of this experience, the tool used was Genial.ly, but the results obtained and the response of the students to the activity encourage the incorporation of new tools to create pedagogical proposals using gamification and learning by doing as the main basis and in this way continue to deepen the options offered by gamification in learning and challenge-based learning.
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Notes
- 1.
Illustration accessible in Twitter at https://twitter.com/sylviaduckworth/status/687826202179014657/photo/1.
- 2.
Breakouts developed can be found at https://sites.google.com/eduticuam.es/expolearning/.
- 3.
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Sanz-Prieto, M., de Pablo González, G. (2021). Gamify Gamifying: Learning with Breakouts. In: Daniela, L. (eds) Smart Pedagogy of Game-based Learning . Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-030-76986-4_7
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