Necesidades formativas del profesorado de Secundaria para la implementación de experiencias gamificadas en STEM
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Training citizens to develop their technical competence is a great challenge for Secondary
Education teachers in developed countries, where demand for scientific and technical
professionals is expected to increase (Convert y Gugenheim, 2005), but students show a
lack of interest in this field (Marbà y Márquez, 2010). As a consequence of this, STEM
emerges (Science, Technology, Engineering & Maths) (Stohlmann, Moore y Roehrig, 2012)
to promotes integrated learning.
Looking for academic excellence through methodologies that motivate students,
gamification has characteristics to be considered as an important element in order to
improve teaching-learning process.
This article shows, by means of a documentary analysis, the three knowledge areas
(contents, pedagogy and technology) that follow TPACK model (Mishra y Koehler, 2006)
and should be developed by STEM teachers to implement gamified experiences