El dibujo de la figura humana “Avatar” como elemento para el desarrollo de la creatividad y aprendizaje a través de la gamificación en Educación Primaria

  1. García Gaitero, Felipe 1
  2. Carrascal Domínguez, Silvia 1
  3. Renobell Santaren, Víctor 2
  1. 1 Universidad Camilo José Cela
    info

    Universidad Camilo José Cela

    Villanueva de la Cañada, España

    ROR https://ror.org/03f6h9044

  2. 2 Universidad Internacional de La Rioja
    info

    Universidad Internacional de La Rioja

    Logroño, España

    ROR https://ror.org/029gnnp81

Journal:
ArDIn: Arte Diseño Ingeniería

ISSN: 2254-8319

Year of publication: 2016

Issue: 5

Pages: 47-57

Type: Article

More publications in: ArDIn: Arte Diseño Ingeniería

Abstract

In today's context with its unprecedented technological and social changes, the educational process must be an ongoing task. Accordingly, society's new demands for knowledge in the educational domain require new solutions and tools. As such, educational agents depend ever increasingly on resources and support provided from fields that were not traditionally link to these fields, but which in the current context are of vital importance. Gamification is a prime example of this. This concept is primarily linked to games and videogames, but when applied to the non-recreational context, such as the classroom, it then becomes a powerful tool for increasing student attention and motivation. Furthermore, gamification allows new technologies to be incorporated in the classroom setting from a very early age. Virtual platforms are commonly used, in which students assume a specific role and enjoy being fully immersed in a story. In this immersion process, the avatar (or the representation of the player within a virtual world) takes on a vital role. There are many software tools available for use by the player for designing and customizing his/her very own avatar. Nonetheless, the student may also opt to design a manual representation of his/her technological avatar of choice. In general, the representations drawn on paper by the students of themselves are something that could not be attained easily through another means. This article will show us some examples of this and we will analyze the importance of using the representation and the manual creation of the same in this type of technology.

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