University Specialization Course in:

Gamification: Incorporating the Game as an Educational Resource

Sale price€0,00

Free registration for teachers and 100% subsidizable through Fundae for private and subsidized centers, as long as you are in the General Social Security Regime, RD 694/2017, of July 3. (Register through your center)

Course included in the Aprende_TIC Grants Program. For its completion, the AULA_SMART Foundation will donate you a laptop, iPad, Chromebook or other ICT equipment. (Valid for all teachers in private, state-funded and subsidized schools)

Qualification: University of Vitoria-Gasteiz EUNEIZ
Duration: 100 hours
Credits: 4 ECTS
Modality: Online
Location: AULA_Interactiva Campus
Cost: No cost for the Center or the Teacher. RD 694/2017, of July 3
FUNDAE: 100% eligible for tax credit

FA_S Donation: Laptop, iPad, Chromebook or ICT equipment

Valid for scoring in the teaching opposition scale according to RD 276/2007 of February 23 and for the scale corresponding to the state-wide transfer competition, according to Royal Decree 1364/2010 of October 29.

Innovate in your classroom with the course “Gamification: Incorporating Games as an Educational Resource”! Learn to use gaming techniques to motivate and engage your students. Online course, 100% eligible for funding and with a university degree. Sign up now and receive a free ICT device!

(*) No cost for the Center or the Teacher according to RD 694/2017, of July 3.
(**) For students who are not going to take the course through their center

Gamification: Incorporating the Game as an Educational Resource

Goals

The general objective is to provide teachers with the resources, tools and knowledge necessary to implement gamification as an educational resource in the classroom.
This goal is based on the premise that play, when used effectively, can be a powerful tool to enhance teaching and learning.
This course aims to provide participants with in-depth knowledge of the following aspects:
• The concept of gamification and its possibilities and benefits in education.
• Active methodologies, models, techniques and learning strategies through gamification.
• The causes of behavior and the different types of motivation.
• The types of users across the different models.
• The parts, features and elements of the game, as well as the different types of fun.
• The importance of aesthetics and narrative within the game.
• The development of knowledge for the design of the gamified game.
• The acquisition of tools and resources to include gamification in the classroom.
• Navigation through gamified platforms and environments.
• The creation of a gamified project.
Upon completion, participants will have gained a solid understanding of how gamification can be used to enhance teaching and learning. They will be equipped with the skills and knowledge to integrate gamification into their teaching practice effectively and confidently.

Gamification: Incorporating the Game as an Educational Resource

What it prepares you for

The “University Specialization Course in Gamification: Incorporating Games as an Educational Resource” can open several professional opportunities:

Improving Teaching Skills: The knowledge and skills gained in this course can help educators improve their teaching practice, which may lead to leadership opportunities at their current educational institution.

Trainer of trainers: Teachers who complete this course can become trainers of other teachers at their institution or others, sharing their knowledge and skills in gamification.

EdTech Consultant: With a deep understanding of gamification, educators can offer their services as EdTech consultants, helping schools and educational institutions integrate gamification into their curriculum and teaching practices.

Digital Content Developer: Educators can use their gamification skills to create and sell digital educational content such as online courses, e-learning materials, etc.

Roles in EdTech Companies: Companies that develop educational technology often look for professionals with classroom experience and a deep understanding of gamification. Educators who complete this course may be attractive candidates for these roles.

It is important to note that career opportunities may vary depending on factors such as geographic location, teacher experience level, market demand, among others.

Gamification: Incorporating the Game as an Educational Resource

Who is it addressed to?

This course “University Specialization Course in Gamification: Incorporating the Game as an Educational Resource” is primarily aimed at teachers of all educational levels who wish to integrate gamification as an educational resource in their teaching practice. This includes, but is not limited to, primary, secondary, high school and university teachers. It may also be useful for corporate trainers and anyone who is in a teaching role and wants to further integrate gamification into their teaching practice.

Additionally, while the course is designed with educators in mind, anyone interested in improving their skills in implementing gamification and learning more about integrating this methodology into education could benefit from this course. This could include school administrators, curriculum designers, school librarians, educational support technicians, and parents who are helping their children with online learning.

Gamification: Incorporating the Game as an Educational Resource

Methodology

The course methodology is based on 100% online learning, through the Aula_SMART virtual campus, an innovative and easy-to-use platform that will allow you to access all the course content and resources from any location and device. The course has a highly specialized teaching team, made up of education professionals with extensive experience and training in the analysis of teaching skills. They will accompany and guide you throughout the learning process, through personalized tutoring by phone, chat, email and even videoconference. The teaching method is completely multidisciplinary, as it combines different pedagogical approaches and strategies, such as:

- Theoretical content, where the fundamental concepts and principles of the analysis of teaching competencies will be presented, as well as the normative and reference frameworks that regulate them.
- Practical content, where theoretical knowledge will be applied to real or simulated cases of educational practice, using tools and methodologies to evaluate and develop teaching skills.
- Self-assessment activities, where teachers will reflect on their own teaching performance and on areas of strength and improvement, as well as on strategies to enhance them.
- Collaborative learning activities, where the exchange of experiences, opinions and proposals will be encouraged through forums.

In this way, the course methodology offers you dynamic, participatory training adapted to your needs and interests, which prepares you to be a competent and effective teacher, capable of adapting to the demands and challenges of today's education.

Gamification: Incorporating the Game as an Educational Resource

Official character

Valid for scoring in the teaching opposition scale according to RD 276/2007 of February 23 and for the scale corresponding to the state-wide transfer competition, according to Royal Decree 1364/2010 of October 29.

This training is not included in the scope of official regulated training (Early Childhood Education, Primary Education, Secondary Education, Official Vocational Training FP, Baccalaureate, University Degree, Official University Master's Degree and Doctorate). It is therefore a complementary and/or specialization training, aimed at the acquisition of certain competences, skills or aptitudes of a professional nature, and may be scored as merit in job banks and/or competitive examinations, always within the section of Complementary Training and/or Continuing Training, always being essential to review the specific scoring requirements of the specific public job bank to which we wish to apply.

Gamification: Incorporating the Game as an Educational Resource

Syllabus

Download the syllabus for free in .pdf format

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Gamification: Incorporating the Game as an Educational Resource

Qualification

Homologable for competitive examinations

The continuing education courses are valid for scoring in the teaching competition scale, having a minimum duration of 125 hours (5 ECTS credits), to contribute up to a maximum of 2 POINTS in the "Other merits" section that are included in all the Calls for Competitions in the Spanish territory, according to RD 276/2007 of February 23 (BOE 2/3/2007) on Access to the Teaching Civil Service. These courses are also valid for the scale corresponding to the state-wide transfer competition, according to Royal Decree 1364/2010 of October 29.

The duration of the courses in Catalonia must not exceed 10 hours per week and in Castilla y León 20 hours per week in order to be taken into account in their entirety according to the latest published bulletins (DOGC No. 6205 of 3/9/2012 and BOCYL No. 241 of 16/12/2014), so we have adapted the period of their completion.

Gamification: Incorporating the Game as an Educational Resource

Do you have any questions about this course?

You can send us your query by filling out this form or in the following ways:

- By phone (+34) 951 411 800
- Via email

comunicacion@fundacionaulasmart.org

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Referents in the Educational Sector

From the AULA_SMART® Foundation we work to develop and incorporate
New Technologies in the Education Sector.

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Gamification: Incorporating the Game as an Educational Resource

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