Description

Do you want to create engaging games for your students that are really effective? This professional master’s degree offers you the most effective gamification tools. Enroll now”

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It is evident that we are living in new times and therefore, teaching professionals find themselves in the classroom with totally different students, attracted by new technologies and who are motivated in a different way. The introduction of ludic elements in the classroom, although not new, has undergone an important boost in recent years accompanied by digital resources. 

The teaching professional must know the technological tools and use the most effective gamification techniques, given their benefits. In this teaching process, knowledge of the dynamics and games applied to the competencies and skills to be promoted in the students are key. This professional master’s degree, with a theoretical-practical approach, provides the most up-to-date information in the field of Gamification and Digital Resources used in the classroom. For this, TECH has a specialized teaching team with extensive experience in the sector, which will allow students to progress with a relevant faculty in their professional field. 

Game-based learning (GBL), the role of teachers themselves, the organization of schools around digital resources, the advantages and limitations of play activities, as well as their application in companies are just some of the points addressed by this degree. A program where practical cases will have great relevance, since a complete module is dedicated to providing successful and easily applicable examples in the classroom. 

The teaching professional is, therefore, facing an excellent opportunity to acquire intensive learning, according to their current needs and through a 100% online degree. TECH offers a program where students can access the syllabus whenever and wherever they want. All you need is an electronic device (computer, tablet or cell phone) with which you can connect to the virtual campus to view or download the multimedia content offered by this program. A flexible academic option, compatible with the most demanding responsibilities. 

With this degree you will achieve objectives, consolidate concepts, teach cooperation to your students and all through play"

This professional master’s degree in Gamification and Digital Resources contains the most complete and up-to-date educational program on the market. The most important features include: 

  • The development of practical cases presented by experts in Education and Gamification
  • The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice
  • Practical exercises where self-assessment can be used to improve learning
  • Its special emphasis on innovative methodologies 
  • Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments 
  • Content that is accessible from any fixed or portable device with an internet connection 

It provides a visual and dynamic insight into the role of teachers in the so-called digital school”

The program’s teaching staff includes professionals from the sector who contribute their work experience to this training program, as well as renowned specialists from leading societies and prestigious universities. 

The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide immersive training programmed to train in real situations. 

This program is designed around Problem-Based Learning, whereby the professional must try to solve the different professional practice situations that arise throughout the program. For this purpose, the student will be assisted by an innovative interactive video system created by renowned and experienced experts. 

Enroll in a professional master’s degree that will give you the tools and strategies you need to keep your students motivated"

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Grow your career with the mastery of Game-Based Learning. Enroll now"

Objectives

This program has been designed to offer students all the tools available for the implementation of Gamification projects in the classroom, from its creation and management, also taking advantage of the many existing digital resources. To this end, the teaching team that teaches this degree will contribute its extensive knowledge through the multimedia content to which the graduate will have access 24 hours a day. 

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The teaching team of this program will guide you to apply the best gamification strategies in your school”

General objectives

  • Identify the psycho-pedagogical assumptions of innovations in gamification and digital resources 
  • Design your own gamifications and games, both at a private and commercial level 
  • Select the games that can be used in GBL according to needs and objectives 
  • Apply gamification strategies in business environments 
  • Apply gamification strategies in academic environments 
  • Managing teams through gamification 
  • Leading the digital transition in centers 
  • Identify the elements of the new digital school 
  • Transform classes to adapt to the new educational paradigm 
  • Complete a portfolio of innovations in gamification, GBL and digital resources 

Specific objectives

Module 1. Positioning the Board: Psychopedagic Aspects 

  • Apply the knowledge acquired in terms of direct and indirect learning assessment, based on solid theory, with which to solve any problem that arises in the work environment, adapting to new challenges in the area of study 
  • Integrate the knowledge acquired on educational technology, as well as reflect on the implications of the professional practice, applying personal values to improve the quality of the service offered
  • Develop self-learning skills that will allow for continuous training to deliver the best performance on the job 

Module 2. Gamification Fundamentals How to Gamify and Not Die Trying 

  • Differentiate the different dynamics related to gamification 
  • Recognize the different gamification mechanics  
  • Distinguish player type according to different authors 
  • Analyzing the three key factors that demonstrate the purpose of a gamified process 
  • Discover the advantages of gamification in different environments 
  • Identify the differences between gamification and ludification

Module 3. Game Elements and Mechanics 

  • Explain the evolution of games 
  • Describe the different types of games 
  • Use video games in the classroom 
  • Apply team building techniques 
  • Develop Team Building Strategies in Companies 

Module 4. Ludification and Game-Based Learning (GBL) 

  • Asses applying GBL for the most common boards games 
  • Elaborate tables of competencies of the same 
  • Manage tasks in a gamified way 
  • Define strategies and tools for action monitoring 
  • Acquire strategies to foster team cohesion 

Module 5. Gamification in Companies HR, Marketing and Sales 

  • Develop motivational strategies through shared challenges 
  • Apply tools to encourage digital collaboration 
  • Define strategies to foster work group motivation 
  • Increase the functional analysis of a group 
  • Manage repetitive tasks in a different way 

Module 6. Gamification in Companies II: Team Management 

  • Manage the work environment as effectively and functionally as possible 
  • Acquire strategies to generate quality gamifications 
  • Transform a control panel into a fully gamified scenario 
  • Work with web applications and apps to manage work development based on gamification 
  • Acquire strategies for the use of different gamification elements 
  • Elaborate individual tasks and their rubrics 
  • Elaborate collective tasks and their rubrics 

Module 7. How to Organize a Digital School 

  • Create scripts/presentations based on flipped classroom videos 
  • Use Explain Everything to create video lessons 
  • Use strategies that allow students to work both individually and collectively 
  • Develop gamification mechanics 
  • Develop a narrative video 
  • Create monitoring tools 
  • Design rewards 

Module 8. New Times, New Students 

  • Create content on EdPuzzle 
  • Create tasks on EdPuzzle 
  • Use design tools to produce print and play games 
  • Create and manage a YouTube channel 
  • Create and manage a Podcast

Module 9. Teachers in the Digital School 

  • Gain knowledge about the different teacher-student communication through digital platforms 
  • Create innovative multimedia content for the classroom 

Module 10. Practical Cases 

  • Create materials on Moodle 
  • Create assignments on Moodle 
  • Create materials and assignments using Google Classroom 
  • Create materials and assignments using iTunes U
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A unique, key, and decisive training experience to boost your professional development”

Professional Master's Degree in Gamification and Digital Resources

The dynamic incorporation of gamification techniques in educational and business environments must be carried out in an organic way and for this reason, TECH Technological University has created this Professional Master's Degree, focused on the different mechanics to stimulate learning and the automation of activities. The program has a complete curriculum that addresses, at first, the cognitive/metacognitive processes and the elements that hinder reasoning, such as skill deficiencies or environmental difficulties. This thematic axis leads to the identification of paths oriented to the construction of bridges between individual knowledge and joint narrative, which guarantees the fulfillment of common objectives. Subsequently, the role of the game is analyzed in depth in order to correctly employ the didactic strategies offered by this applicative model. At the end of this theoretical and practical course, students will have the necessary skills to turn abstract and repetitive activities into interesting challenges.

Professional Master's Degree in Gamification and Digital Resources

This postgraduate course allows professionals interested in this area to develop essential skills to lead digital transition processes in academic or work environments. The tools offered by TECH's teaching team provide valuable foundations both for the understanding of learning in the digital society, as well as for the comprehensive analysis of development, connectivity and the formation, organization and consolidation of communities in the online environment. In this way, it is possible to reflect on the quantification of academic-productive stimuli and, based on this, to reconsider the direct and indirect evaluation criteria, in order to coherently adjust the instructional opportunities provided and the competencies effectively acquired. The Professional Master's Degree graduate will be able to enhance his or her skills in the design of games, through the use of ICT, which facilitate the acquisition of knowledge, problem solving, productivity optimization and motivation maintenance. In addition, they will be able to recognize and lead the transforming possibilities, since they will constantly rethink the effectiveness of educational or business models.