El campus virtual y la gamificación del proceso enseñanza/aprendizaje: una referencia especial a las asignaturas jurídicas que se articulan fuera del Grado en Derecho
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2022
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EAPG
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Serrano García, M. J. (2022). The virtual campus and gamification of the teaching/learning process: A special reference to the legal subjects that are articulated outside the Bachelor’s Degree in Law. HUMAN REVIEW. International Humanities Review / Revista Internacional De Humanidades, 12(1), 1–15. https://doi.org/10.37467/revhuman.v11.3920
Abstract
Este artículo expone el resultado de la puesta en práctica de una metodología docente novedosa a través de la que se busca superar las dificultades que el proceso de enseñanza/aprendizaje encuentra en las asignaturas jurídicas que forman parte de los grados universitarios no jurídicos. Comienza destacando el papel que tienen las tecnologías de la información y la comunicación en dicho proceso y, significativamente, el campus virtual. Seguidamente, desgrana cada uno de los elementos de la metodología docente aplicaba, entre los que encuentra la gamificación. Concluye con la determinación de las consecuencias de la experiencia desarrollada.
This article presents the result of the implementation of a novel teaching methodology that seeks to overcome the difficulties that the teaching/learning process encounters in legal subjects that form part of non-legal university degrees. It begins by highlighting the role of information and communication technologies in this process and, significantly, the virtual campus. Then, it describes each of the elements of the teaching methodology applied, including gamification. Finally it concludes with the determination of the consequences of the experience developed
This article presents the result of the implementation of a novel teaching methodology that seeks to overcome the difficulties that the teaching/learning process encounters in legal subjects that form part of non-legal university degrees. It begins by highlighting the role of information and communication technologies in this process and, significantly, the virtual campus. Then, it describes each of the elements of the teaching methodology applied, including gamification. Finally it concludes with the determination of the consequences of the experience developed