Gaming practices and technologies in education: their educational potential, limitations and problems in the world-of-work and world-of-play context

Autores/as

  • Olga Gilyazova Ural Federal University. Ekaterinburg, Russia.

DOI:

https://doi.org/10.20952/revtee.v13i32.14276

Palabras clave:

juego, gamificación, ludificación, ontología, pedagogía, filosofía de la educación

Resumen

En el presente artículo discuten las posibilidades, limitaciones y problemas potenciales relacionados con el uso de tecnologías lúdicas (tales como la ludificación/ gamificación) en la educación. Para lograr tal objetivo, contemplamos los juegos desde el punto de vista ontológico en calidad de realidades condicionales. La concepción del Mundo-del-trabajo y el Mundo-del-juego, desarrollada a partir de las ideas de la fenomenología sobre el lifeworld y las Multiple Realities, son la base metodológica cuya aplicación en el análisis y la diferenciación de las formas lúdicas y no lúdicas de las actividades constituye la novedad de este artículo. Durante el estudio llegamos a las siguientes conclusiones: el problema con la transformación de la educación en una actividad lúdica es que los participantes se acostumbran a percibir el Mundo-del-trabajo (deudas, presiones) de manera análoga al Mundo-del-juego (deseos, libertades) y la escuela pierde su rol como agente de socialización que prepara para la vida, la cual llega frecuentemente como un Mundo-del-trabajo-y-de-cuidados en lugar de un Mundo-del-juego; o el alumno se harta de las actividades lúdicas y pierden todo el atractivo (incluyendo la sospecha de que estas últimas están viciadas con técnicas de manipulación). En conclusión, llegamos a la compresión de que la educación basada en juegos, a pesar de todas sus virtudes, no debe ser asumida como una panacea.

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Biografía del autor/a

Olga Gilyazova, Ural Federal University. Ekaterinburg, Russia.

PhD in Philosophy, Center for the Development of Universal Competencies, Ural Federal University named after the First President of Russia B. N. Yeltsin, Ekaterinburg, Russia.

ORCID: https://orcid.org/0000-0002-6978-1162

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Publicado

2020-12-03

Cómo citar

Gilyazova, O. (2020). Gaming practices and technologies in education: their educational potential, limitations and problems in the world-of-work and world-of-play context . Revista Tempos E Espaços Em Educação, 13(32), 1–23. https://doi.org/10.20952/revtee.v13i32.14276

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