Description

Thanks to this postgraduate diploma your students will never be distracted in class again"

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Gamification in the field of education is shaking the foundations of schools and universities, replacing traditional teaching experiences with others that rely on innovative digital formats. Not surprisingly, games that encourage teamwork or healthy competition among classmates show solid results in terms of educational performance. 

The digital transition naturally entails an economic investment in the classroom. But, above all, it requires a mindset that is open to new formats and to getting to know the technologies with which young people interact today. However, this also brings some drawbacks, since not all teachers have the same skills with digital experiences. In this sense, a better adaptation is seen in younger educators, compared to greater difficulties in older ones. 

This situation causes a digital divide that can affect the quality of modern educational projects. Therefore, this program provides a solution with a high level of preparation for any educator in Gamification, providing the opportunity for those who take it to lead the technological transition in their centers. In this sense, they will delve into the latest techniques with which classes are being gamified and the devices that work best in this regard. But this postgraduate diploma goes further, as they will see first-hand what it means to learn in an environment subject to Gamification. 

Undoubtedly, a high level of training that more than meets the demands of today's school and university students and that can be developed anywhere thanks to its online nature. In addition, by accessing the Virtual Campus students will find the largest digital library of resources on this subject, having everything they need and more to excel in this field. 

Stand out in a booming sector that is shaking the foundations of educational centers" 

This postgraduate diploma in Gamification in the Classroom contains the most complete and up-to-date educational program on the market. The most important features include:

  • The development of case studies presented by experts in Gamification in the Education
  • The graphic, schematic and eminently practical contents with which it is conceived gather Educational and practical information on those 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

Involve your students in the learning process through fun games that will make them successfully assimilate the concepts taught" 

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

Its multimedia content, developed with the latest educational technology, will provide the professionals with situated and contextual learning, i.e., a simulated environment that will provide an immersive education programmed to learn in real situations. 

The design of this program focuses on Problem-Based Learning, by means of which the professionals must try to solve the different professional practice situations that are presented throughout the academic course. For this purpose, the students will be assisted by an innovative interactive video system created by renowned experts.  

Deepen your digital knowledge to lead a transition that will be a reality in all educational centers in a few years"

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Discover how Gamification will raise the possibilities of Education to unsuspected heights"

Objectives

The postgraduate diploma in Gamification in the Classroom aims to prepare the educators of the future, specializing them in gamified educational environments that take advantage of the enormous potential of this area to improve the learning experience of students. Thus, teachers will get a global perspective of the new technologies that can be integrated into their field of work and will deepen in its operation and possibilities. 

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TECH will turn you into the teacher that educational institutions need to increase students' school performance"

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, ABJ and digital resources 

Specific Objectives

Module 1. 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 
  • Analyze 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 2. Game Elements and Mechanics

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

Module 3. 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 4. Case Studies

  • Creating 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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Discover the best ways to apply video games in the classroom while maintaining educational standards that keep your students learning"

Postgraduate Diploma in Gamification in the Classroom

The effectiveness of traditional teaching methods is decreasing every day due to the unstoppable advance of new technologies. Not showing interest in this innovation race means gradually losing the attention of students in the classroom, so schools must get on this train. In this sense, Gamification is gaining ground in teaching methodologies thanks to its playful nature, facilitating the internalization of knowledge in a more fun way. That is why educators familiar with this technique are needed and TECH offers them the perfect specialization with this degree to design interactive experiences that encourage participation. And all in a 100% online format that is perfectly compatible with the teaching activity. What does gamification consist of? It is a technique that consists of applying the elements of games in any field, in this case, in the classroom. Gamification focuses on learning through games, in which students are involved and their skills and abilities are enhanced. In this way, it makes the teaching process more attractive and motivating, promotes teamwork and collaborative learning, and achieves more satisfactory results.

Learn about Gamification in the Classroom with TECH

Teachers who take the Postgraduate Diploma in Gamification in the Classroom will have the ability to design and implement a gamification plan in their teaching, will know how to integrate the necessary technological tools and will have access to an online tool with which they can put into practice everything they have learned in the classroom. In short, the Postgraduate Diploma in Gamification in the Classroom is the ideal program for those teachers who want to innovate in teaching, who wish to unite technology, games and learning and who seek to motivate their students to achieve better results in their educational practice.