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jueves, 26 de enero de 2017

Al hilo de... "Es la gamificación innovadora?" (1)

 ==>>                     Es la gamificación Innovadora ?  (1)

Solamente "dos pinceladas" porque creo que Paco Lamuela ( lo ha explicado a la perfección en el artículo cuyo link (1) encabeza esta entrada.

1.- Muy "innovadora" la idea de la importancia del juego en la educación no creo que sea, si consideramos las fechas de redacción de estas "Teorías del Juego".

I. 2 Teoría del Juego Como Anticipación Funcional: 
 Karl Groos (1902)

I. 3  Teoría Piagetiana: 
 Jean Piaget (1956)

I .4 Teoría Vygotskyana: 
Vigotsky (1924) 


J.R. Moyles, 1999, “El juego en la educación infantil y primaria”, Ediciones Morata, Madrid, 1999. 
Marta Glanzer, 2000, “El juego en la niñez”, Editorial Aique, Capital federal, 2000. 
María A. G. de Granato y otros, 1992, “El juego en el proceso de aprendizaje”, Editorial Humanitas, Buenos Aires, 1992. 
Vygotski, L., 1991, “La Formación social de la mente”, Editorial Brasileira, Sao Paulo, 1991. 
Blanco Sierra, Javier, 1992, “El juego infantil”, Editorial Juan XXIII, Orense, 1992. 
Garaigardobil, M., 1990, “Juego y desarrollo infantil”, Editorial Seco Olea, Madrid, 1990 
Ortega, R., 1990, “El juego infantil y la construcción social del conocimiento, Edición Alfar, Sevilla, 1992. 

O incluso estas otras referencias bibliográficas:


Abt, C. (1970). Serious games. New York, NY: Viking Press. Adams, P. C. (1998).

Teaching and learning with SimCity 2000. Journal of Geography, 97(2), 47–55.

Alexander, G., Eaton, I., & Egan, K. (2010). Cracking the code of electronic games: Some lessons for educators. Teachers College Record, 112(7), 1830–1850. Avedon

 E. M., & Sutton-Smith, B. (1971). The study of games. New York, NY: John Wiley & Sons. Barab, S. A.

 Hay, K. E., Barnett, M. G., & Squire, K. (2001). Constructing virtual worlds: Tracing the historical development of learner practices/understandings. Cognition and Instruction, 19(1), 47–94. Games in Learning 161 Barab, S. A.,

Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107. Bredemeier, M. E., & Greenblat, C. S. (1981).

The educational effectiveness of simulation games: A synthesis of findings. Simulation & Gaming, 12(3), 307–331. Brøderbund Software. (1985).

Where in the World is Carmen Sandiego. Eugene, OR: Author. Brøderbund Software. (1991). Kid Pix. Eugene, OR: Author. Caillois, R. (1961).

Man, play, and games. New York, NY: Free Press of Glencoe. Charsky, D. (2010).

 From edutainment to serious games: A change in the use of game characteristics. Games & Culture, 5(2), 177–198. Chen, M. (2013, April).

Games and the Common Core: Two movements that need each other. Palo Alto, CA: The George Lucas Educational Foundation. Retrieved from blog/games-common-core-need-each-other-milton-chen Costikyan, G. (2005, June).

Game styles, innovation, and new audiences: An historical view. Paper presented at the meeting of the Digital Games Research Association (DiGRA), Vancouver. Retrieved from game-styles-innovation-and-new-audiences-an-historical-view/ Crawford, C. (1984).

The art of game design. Berkeley, CA: Osborne/McGraw-Hill. Cuban, L. (1985).

Teachers and machines: The classroom use of technology since 1920. New York, NY: Teachers College Press. de Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. Prepared for the JISC e-learning programme. Retrieved from programmes/elearninginnovation/gamingreport_v3.pdf de Freitas, S., & Oliver, M. (2006).

How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education, 46, 249–264. Egenfeldt-Nielson, S. (2007).

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Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441–467.

 Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan. Gee, J. P. (2004).

Situated language and learning: A critique of traditional schooling. New York, NY: Routledge. Griffin, M. (1964).

Jeopardy. New York, NY: NBC Studios. Gygax, G., & Arneson, D. (1974).

 Dungeons & Dragons. Geneva Lake, WI: TSR, Inc. Huang, W. D. (2012, April).

Fully immersive digital game-based learning (FIDGBL) in e-learning. Paper presented at the meeting of the American Society for Training and Development (ASTD), Denver, CO. Huizinga, J. (2000).

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Education vs. entertainment: A cultural history of children’s software. In K. Salen (Ed.), The ecology of games (pp. 89–116). Cambridge, MA: The MIT Press. Klopfer, E., Osterweil, S., & Salen, K. (2009).

Moving games forward: Obstacles, opportunities and openness. Cambridge, MA: The Education Arcade, Massachusetts Institute of Technology. Retrieved from pdf Ko, S. (2002).

An empirical analysis of children’s thinking and learning in a computer game context. Educational Psychology, 22, 219–233. Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008, September).

 Teens, video games, and civics: Teens’ gaming experiences are diverse and include significant social interaction and civic engagement. Washington, DC: Pew Internet & American Life Project. Retrieved from Games_and_Civics_Report_FINAL.pdf.pdf Loftus, G. R., & Loftus, E. (1983). Mind at play. New York, NY: Basic Books. Magie, E., & Darrow, C. (1936).

Monopoly. Salem, MA: Parker Brothers. Mayo, M. J. (2007).

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Interactive multimodal learning environments. Educational Psychology Review, 19, 309–326. Mortensen, T. E. (2009). Perceiving play: The art and study of computer games. New York, NY: Lang. Office of Technology Assessment. (1981).

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Games for a digital age: K–12 market map and investment analysis. New York, NY: Joan Gantz Cooney Center at Sesame Workshop. Retrieved from Salen, K., & Zimmerman, E. (2004).

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Games, learning, and society: Building a field. Educational Technology, 4(5), 51–54. Starr, P. (1994).

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 Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review, 41(2), 16–30. Wagner, R. (1989).

 Hyperstudio. Boston, MA: Software MacKiev. Wright, W. (1989).

SimCity. Redwood, CA: Electronic Arts. Wrzesien, J., & Alcañiz Raya, M. (2010).

Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers & Education, 55, 178–187.

...y CIENTOS, SI NO MILES,  de libros que tratan sobre la importancia del juego en el aprendizaje, de formas de usarlos, de maneras de aprovecharlos, de la motivación intrínseca del juego, de...

y es ahora donde quiero citar una norma que se da a la hora de realizar trabajos académicos:  "A la hora de utilizar bibliografia, no utilices libros con más de 10 años de antigüedad (excepción hecha de los que sean básicos como referencia para el trabajo que estás realizando), puesto que usarlos marcará tu documento como obsoleto y a tí como redactor de mismo como una persona desfasada y que no tiene interés por la actualización de información"