A web 2.0 for science teaching and learning in upper high school by means of gamification: Jedirojo Science

Authors

  • Pablo Fernández-Rubio Doctor en Biomedicina y Profesor Academia en Casa S.L.
  • Alicia Fernández-Oliveras Profesora Ayudante Doctora, Departamento de Didáctica de las Ciencias Experimentales, Universidad de Granada.

Abstract

Traditional teaching methods of sciences, where students assume a passive role as mere recipients of knowledge, are still  strongly established in many countries, as Spain. This perception of teaching became obsolete with the appearance of educational currents supporting gamification and the use of digital technologies as web 2.0. Consequently, teaching experiences supported by verified research can favor these technologies to be permanently adopted by formal education. It is likewise required to perform new studies to assess whether the interest of students for the web contents is increased when displayed in an attractive and playful context. In this paper we present an educative proposal to teach biology in upper secondary school from a ludic point of view by means of a web 2.0 development. Taking elements from cinema and videogame fields, this based on gamification proposal attempts to make use of challenge and engagement of students to improve their motivation for scientific disciplines. With the goal of encouraging the implementation of these methodologies a pilot scheme has been carried out using some of the activities displayed at the website, whose qualitative outcomes are shown in this article.  

Author Biography

Pablo Fernández-Rubio, Doctor en Biomedicina y Profesor Academia en Casa S.L.

PhD in Biomedicine at Universidad de Granada

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Published

2018-08-22

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Articles