Analysis of Courses and Teacher Training Programs on Playful Methodology in Andalusia (Spain)
Abstract
:1. Introduction
2. Current Training of Primary Education Teachers in Andalusia (Spain)
This transformation of the educational system promotes different human and material resources to the permanent formation of the teaching staff and to the educational orientation. Our Autonomous Community has a consolidated training and guidance network that is constantly changing to adapt to the needs that, at any given time, the schools, the students, the teachers and the educational community have demanded.(p. 2)
1. Initial teacher training will be adjusted to the degree and qualification needs required by the general organization of the education system and will be regulated in accordance with the provisions of Article 100 of Organic Law 2/2006, of 3 May, and what is established in the corresponding development regulations. 2. Initial teacher training will cover both the acquisition of knowledge and the development of skills and abilities. The essential component will be the permanent and interactive relationship between theory and practice and the preparation for the management of the teaching and learning processes and the personal development of the students, and its final objective will be to prepare the teaching staff to respond to the challenges of the educational system that are included in this Law. 3. The competent Regional Ministry of Education will sign the corresponding agreements with the universities to organize the initial training of the teaching staff. 4. The practical phase of initial teacher training will be carried out in teaching centers previously accredited for this purpose by the Education Administration, in accordance with what is determined.(p.13)
Teacher Training Programs for Primary Education
- Restructuring of the education system according to three levels: a first level, which would provide a degree that qualifies for access to the labor market; a second level aimed at obtaining a master’s degree; a third level aimed at obtaining a doctoral degree, where the second and third levels would guarantee training with a greater degree of specialization.
- Establish a common system of credits to guarantee the achievement of a degree where all students make the same effort.
- To implement a European Diploma Supplement that accurately describes the skills acquired by the student during his or her studies. To promote the adoption of an equivalent and comparable system of higher degrees, in order to facilitate the same work opportunities for all graduates.
- To promote the mobility of students and teachers within the EHEA.
- To promote European cooperation to guarantee the quality of higher studies according to comparable criteria.
A Degree in Primary Education Teaching (240 ECTS credits) is proposed, which should provide graduates with general teaching skills to help development, tutor learning and promote the achievement of the objectives established by the Education System for Primary Education. The teacher must be capable of being responsible for all the common subjects that are currently the responsibility of the tutors (Mathematics, Language, Science-Geography and History [or Knowledge of the Environment] and Arts [plastic]). It also has specific teaching skills in one of these areas […]: Physical Education, Music Education, Foreign Language or Special Educational Needs.(p. 219)
- Research and innovative training: Most programs emphasize research training, which in some cases translates into several research methodology subjects. Some link research training to practice. Most of this training leads to a final project.
- Disciplinary training: Disciplinary training in the following areas is already emerging in all programs.
- Practical training with educational realities to encourage both training and reflection.
3. Methods
Procedure
4. Results
4.1. CEP
Courses Offered by the CEP
- The work groups are made up of all the teachers who make up a cycle or part of a cloister in an infant and/or primary school. The number of members of the working group must be a minimum of 3 and a maximum of 10.
- Semi-attendance course: combine certain obligatory attendance classes with others in a telematic way.
- Course: On-site assistance.
- Course with follow-up: Attendance and performance of a series of activities evaluated by the advisor.
- Distance learning course: No Internet learning platform is used to run the course. The training center provides some materials in paper or multimedia format to the students through postal mail. The communications with the teacher are through e-mail, correspondence, or telephone.
4.2. Educational Experiences
- Developing in children attitudes of responsibility, commitment, and confidence, all of them important for the construction of a personal identity, the reinforcement of self-esteem and a different way of socialization by selecting traditional games.
- Apart from the curricular content offered in the classroom, these spaces are offered and enabled as another framework for influencing the teaching–learning processes. There is a whole range of situations and skills involved in the development of the different activities offered. It makes possible the choice of these according to interests, motivation or character and moods or physical states. The toy library, library, and computer room offer a whole range of possibilities for this.
- Diversifying and proposing these activities during the recreation time means taking advantage of all the available spaces in the center, finding and creating new proposals to educate, and even considering games and leisure as an important content within the curriculum.
4.3. Educational Research
- The gamification in the classroom as a tool for the development of the scientific and linguistic competences in the third cycle of the Primary Education (GIE-025/18): this research seeks to corroborate how the implementation of a gamification system implies the improvement of the competences referred to the linguistic communication of the students, the increase of the motivation of the students towards the learning of subjects belonging to the scientific field, and, finally, how a greater self-awareness is carried out, on the part of the students, and on the usefulness of the scientific method in its application for the true and effective knowledge of the reality that surrounds them.
- Use of game apps with tablets for the subjects of music, English and language. Evaluation of the improvement in motivation, absenteeism and academic results (GIE-034/16): this research aims to: 1. Improve the level of motivation of students; 2. Improve academic results; 3. Reduce the levels of absenteeism from a compensatory center; 4. Create a list of apps for the improvement of the subject that can be installed on all tablets; 5. Create a series of recommendations about how to range a subject and how it helps to improve the educational environment of both that subject and the rest.
- Cooperative learning and its impact on improving the teaching and learning process (PIV-054/18): research is conducted on cooperative learning, as well as the impact on the teaching–learning process. It is based on research into the processes of implementing a specific cooperative learning program through playful methodology. It is based on the self-training and advice of the teaching staff, and its subsequent implementation in the classroom. Strategies will be established to improve the implementation of cooperative learning as a structural methodology of the classroom.
4.4. Innovation Projects
- Squeak, a world to learn: the project aims, using the author’s tool Squeak, to improve the learning process of students, encouraging creativity and imagination.
- Resources for logical-mathematical development in pre-school and primary education: the aim is to incorporate and validate in the classroom motivating and playful materials and resources that favor the construction of concepts, understanding, representation, and logical-mathematical thinking using manipulation and play in schoolchildren from 3 to 7 years of age; that awakens motivation and interest towards learning mathematics. Waste materials are mainly used, following the existing trend in the center of conservation and environmental protection. The following are designed and elaborated for their experimentation, evaluation, and use in the classroom: games in material and computer support; materials to support the work of concepts; and a didactic guide with the description of each resource, its manufacturing process, and its didactic potential.
- The psychomotor and reading and writing through the climbing wall: starting with the great difficulty recognized by teachers of infant and the first cycle of primary school to initiate children in reading and writing and basic psychomotor elements (psychomotor skills), the use of the climbing wall is proposed as a highly motivating instrument capable of generating, enhancing, and stimulating the innate qualities of children to climb and intuition of movement, being one of the best ways to work in a playful way on psychomotor skills and build a global thinking approaching not only the physical-motor aspect, but even the strengthening of initiation to reading and writing content, knowledge of the body schema, and of course attitude.
4.5. Digital Contents
- -
- Multimedia presentation, real or virtual learning scenario, play as a didactic resource, contextualized case;
- -
- Real or virtual learning scenario;
- -
- Play as a didactic resource;
- -
- Thematic or corporate web/portal;
- -
- Voiceover, multimedia presentation, narrative text, real project;
- -
- Information/knowledge analysis/organization service, process/procedure support service;
- -
- Discussion activity, exercise or closed problem;
- -
- Open problem;
- -
- Experiment, simulation;
- -
- Composite audio;
- -
- Self-assessment, digital encyclopedia, multimedia presentation.
5. Discussion
6. Limitations and Future Works
7. Conclusions and Recommendation
Author Contributions
Funding
Conflicts of Interest
Appendix A
Title | Objectives | Educational Contents |
---|---|---|
Playful proposals for the French classroom | - Provide for a linguistic immersion of the French language teaching staff - Improve the language skills of the teaching staff in the French language. - Practice the French language in a relaxed and entertaining way in different contexts. - To know different methodological proposals to be applied in the classroom: games, scenes, etc. - To initiate and deepen the creative writing through theoretical and practical workshops. - Enjoy the teaching–learning process of the French language, communicative approach. | - Creative writing workshop - Playful activities to be applied in the classrooms (Primary and ESO) - Playful activities to improve communication and interpretation. |
Playful and creative teaching: Gamification, visual thinking and creative use of school spaces | - To know the principles that regulate the methodologies of visual thinking and gamification. - To know the requirements of a school space that promotes creativity. - To put into practice in the classroom the methodologies presented. - To create a space within the school that supports the principles of creativity. - To practice the inclusion of the topics dealt with within the educational program and project. To reflect on one’s own teaching practice through self-observation and peer learning. | - Visual Thinking - Gamification |
Programming and application of active methodologies in the classroom (Project based learning (ABP), cooperative work, gamification, etc.) | - Establish with the students a system of gamma levels that help to improve learning and motivate them - To know the phases and to carry out some ABP in the classroom. - Use mind maps as a guide and element that helps the self-evaluation and co-evaluation of the students. - Introduce flipped classroom performances with students of Compulsory Secondary Education and third cycle of primary school. | - Active methodologies - Active learning - Gamification - Flipped classroom |
Gamification as an alternative | - To promote educational innovation in our center. - To know dynamics, games and motivational applications. - To use alternative methodologies to the traditional ones. | - Gamification - Experiential learning - Motivation |
Playing to learn gaming in the classroom | - Discover the benefits of educational gambling in the classroom and learn how to put it into practice. - Understand the concept of gamification. - Understand the difference between game-based learning and gamification. - To play with some of the playful proposals with the greatest educational potential. - To know tools and useful applications for this practice. | - Gamification - PLE gamer - Active learning |
The use of board games as didactic material in the classroom of the music conservatory | - Improve grades using the playful component in the subjects of musical language and instrument - Promoting the degree of participation and coexistence in the classroom, using playful games that encourage learning. - To elaborate a didactic material based on the new mechanics of the board games adapted to the specificity of the musical education in the conservatories | Playful games to encourage participation and coexistence in the classroom |
Traditional and cooperative games for the inclusion of students with ASD (autism spectrum disorder) | - To promote the educational inclusion of students with special educational needs - Respond to the social and communication needs of students with autism spectrum disorder - Offer adapted material that is useful for the whole school in general. - To give a script to the students to carry out the games in group. - To sensitize to the difficulties of students with autism spectrum disorder. - To promote socialization and communication. - To understand the rules of the game. - To participate with all the students in the game moments in the classroom and in the recess. | Cooperative games bank socialization and communication |
Cooperative games | - To develop affective capacities and self-esteem - Exercise in conflict resolution - Fostering cognitive development | Cooperative games Coexistence in the classroom |
Board games to improve coexistence | - Improvement of the capacity of concentration, speed of reaction, deduction strategy and social skills for the improvement of coexistence. | Coexistence social skills |
Science isn’t a game, but… shall we do a trivia? | - Improve the learning of scientific knowledge. - To encourage collaboration between teachers in different areas. - Involve students in the development of classroom materials | Scientific trivia with the following blocks of questions: mathematics, physics, chemistry and scientific culture, for the secondary education levels. |
Psychomotor skills through play and expression | - To experience the pleasure of experiencing one’s own body consciousness and the richness of its possibilities in relation to the outside world and to others. - To acquire control and dynamic coordination, experiences from the playful, creative and affective relations in a global development in integration. - To dominate the space and the objects that surround it according to his needs and his capacities. - Learn through time, rhythm and movement to relate to the group and to communicate with it. - Access to the capacity of symbolic thinking, maturing and enriching their sensations, emotions and perceptions in a creative autonomy within a group. | Psychomotor skills; play as an educational resource |
Gamification and game-based learning in the classroom | - Facilitate active methodologies of rapid applicability in the classroom. - To increase the motivation and participation of teachers and students in the use of recreational resources. - To expose key concepts for the acquisition of knowledge and learning. Topics related to cognitive aspects will be dealt with association techniques, attention, memory and executive functions, emotional and socialization aspects, from the perspective of the field of educational neuropsychology. - To provide key information and resources to get started in game and game-based learning. | - Get to know Kahoot in depth. Learn how to use the application, make materials and apply them to the classroom. - QR, learning to make content related to the curriculum. - Construction of cards, plans and game boards through online applications. - Locks and escape room techniques. - Visual thinking (mind maps). - Construction of a narrative within the classroom, to motivate students. Point system and missions. - Techniques and games for the classroom. Selection of games for children, primary and secondary, for the development of skills. |
Math is a game | - Develop an idea of mathematics according to current methodological, pedagogical and mathematical views. - To create materials and situations to develop more logical, practical and real mathematics. - To evolve as people, as teachers, integrating different aspects, understanding different points of view, developing different skills, discovering different capacities. - To improve the daily reality of our students and the rest of the educational community. | - Development of competences - Funny math - Improving student learning |
Gamification: “educating with techniques, elements and dynamics of the game” | - Living a gamma process - Teamwork to overcome cooperative challenges involving learning new learning techniques - Discovering and assimilating the basic elements to start an educational process around gamification - Create a prototype application in the classroom - Creating a collaborative learning network around gamification | - Experiences and basics of gamification (distinction of game-based learning) - Integration of other methodologies - Rules and motivation systems—aesthetics: narrative gamification - Components - Escape room - Applications and tools related to gamification - Motivational video creation |
Dance and game: a proposal for educational intervention | - To use play and rhythm as a didactic resource and as a point of union between areas, promoting interdisciplinary work. - To live an active methodology based on playful elements as a basis for the development of the curriculum. - To appreciate and use elements of Latin rhythms to improve interpersonal relationships among students. | - Body communication through movement and its importance in dance and rhythmic activities. - Use of forms played for the development of the curriculum - Adaptation of playful activities with a musical base to the teaching of dance. - Coeducation and gender equality in rhythmic work. |
Ludification and game-based learning | - Apply active teaching–learning methods, rich in skills and close to a “digital native” student body. - To update our teaching practice. - Encourage students who are usually consumers of video games and of Minecraft. - To introduce students to the basic elements of programming. | - Active teaching–learning - Motivation - Experiential learning |
Playing the game of attention to diversity: board games applied to the development of specific programs | - To understand and deepen the concepts of ludification and gamification, their theoretical bases and their methodological applications. - Analyze the existing published materials and make a relation by areas of development of the most outstanding ones. - To specify for several specific areas of development the different materials applicable for the development of specific programs. | - Use of the play as a teaching–learning strategy - Pupils with specific educational support needs |
The game as a creative and expressive impulse | - Transmit the importance of a playful and participatory environment in the classroom - To introduce teachers to the resources of play as an element of knowledge and motor development of the student and to the performing arts as a teaching tool. - To communicate the richness of self-expression through play. - Humor and play as the main ingredients. - To use the expressive dynamics as an educational, playful and artistic element. - To contribute to the professional improvement of teachers linked to the quality of teaching and educational success, from an inclusive approach that integrates diversity and offers adequate answers to the needs of all students for their integral development. - To promote the implementation of teaching and learning processes that favor the integral development of students - Promote innovative experiences in teaching–learning processes, based on ICTs, and promote changes in teachers’ teaching strategies and in the systems of communication and distribution of learning materials | - Dramatic-expressive tools - Creativity, imagination, play, spontaneity and mental flexibility - Cooperative, traditional, playground, multicultural games, specific games according to the real needs of the students/teachers. |
Programming games with Scratch as an educational tool | - Using different programming structures with Scratch - Detect errors in programming. - Store data and use variables. - Use Scratch as an educational tool in various fields such as mathematics. - To promote students’ initiative and motivation through programming with Scratch. | - Using Scratch as an educational tool - Math and Scratch—project-based learning - Community learning |
Fun learning: practical proposals for gamification | - To know the advantages of gamification as a strategy for learning for all. - To experiment with different gamification tools that can be easily applied to students. - To evaluate the possibilities of gambling in order to generate commitment and motivation in the students, working in a cooperative, supportive and non-competitive way. | - Gamification - Digital tools - Escape room |
Innovative methodologies in the dynamization of groups: escape room and big games | - To investigate, from one’s own practice, methodological playful structures applicable to different learning environments. - To create in a collaborative way proposal of educational dynamization based on games and physical activity. - To experience and analyze the necessary elements in the creation of creative learning environments. - To apply educational escape rooms as content and as innovative methodological tools in the learning processes. | - Escape room - Experiential learning - Creative learning environments |
Neurocognitive stimulation through play at CEPR Andalusia | - Integrate the game into the curriculum. - Investigate which games are appropriate for the level of the student body. - Relate educational games to the curriculum. - Develop key competences through play. - Involve families in the teaching process - Learning from a participatory perspective | - Neurogames or educational games in the classroom - Active learning |
Popular games in the infant education curriculum. | - Value the importance of popular games at a child’s age. - To carry out the proposal of educational intervention, bringing some popular games closer to the infant education classroom, knowing and accepting its rules and regulations. - Developing attitudes of tolerance and respect towards their peers, based on popular play. - To learn values through play and to work through these values, through coeducation. | - Popular games - Coexistence - Attention, tolerance, and respect |
Dramatic play, a proposal to educate in equality | - To provide tools and didactic resources to work on equality in the centers. - To identify situations of inequality through dramatic play. - To provide teachers with tools to regulate and promote positive behavior towards equality. - To transmit the importance of a playful and participative atmosphere in the classroom. | - Equalities - Analysis of situations and facts of the personal environment expressing them through a dramatic improvisation scheme: dramatic play makes us equal. - Resources to guide students towards the path of creativity, imagination, play, spontaneity and mental flexibility in their approach and knowledge of equality as objectives. |
Video game design in the classroom | - Propose a project (ABP) to your students to create a video game adapted to their curricular area using the Scratch tool. - To follow up on it by means of simple and effective rubrics for its evaluation and development. - To understand the curricular and competence usefulness of the project. - Publish the video game and make it reusable as an educational project for the following promotions. | - Scratch - Publication by project - Classroom game - Active learning |
Methodological innovation in the classroom: board and role games applied in the classroom | Analyze, learn and deepen the application of the new board and role games in the classroom | - Table games - Role games - Active learning |
Gamification in the primary classroom: play-based learning | - Bringing knowledge of gamma methodologies and game-based learning closer to teachers in a practical way. - To promote the application of gamification in the classroom as a motivating element that contributes to the improvement of student involvement in the teaching–learning processes. - To provide teachers with specific game-playing tools for use in the classroom | - Gaming methodologies - Game based learning |
Content and language integrated learning through activities and games | - Easy acquisition of a language through its contextual, specific, concrete and punctual use, (linguistic objectives) - Cooperative learning, (pedagogical objectives) - Thematic variation and use of content based on the real world, (socio-cultural and socio-economic objectives) | - Active and cooperative learning - Play as a teaching resource |
References
- Monereo, C.; Weise, C.; Álvarez, I. Cambiar la identidad docente en la universidad. Formación basada en incidentes dramatizados. Infanc. Aprendiz. J. Study Educ. Dev. 2013, 36, 323–340. [Google Scholar] [CrossRef]
- Cárdenas, I.; Gómez Zermeño, M.; Tijerina, R. Tecnologías educativas y estrategias didácticas: Criterios de selección. Rev. Educ. Tecnol. 2013, 3, 190–206. [Google Scholar]
- Craft, A. Creativity in schools. In Developing Creativity in Higher Education; Routledge: London, UK, 2006; pp. 39–48. [Google Scholar]
- Ferrari, A.; Cachia, R.; Punie, Y. Innovation and creativity in education and training in the EU member states: Fostering creative learning and supporting innovative teaching. JRC Tech. Note 2009, 52374, 64. [Google Scholar]
- Sawyer, R.K. Individual and group creativity. In The Cambridge Handbook of Creativity; Cambridge University Press: Cambridge, UK, 2010; pp. 366–380. [Google Scholar]
- Wijayati, N.; Sumarni, W.; Supanti, S. Improving student creative thinking skills through project-based learning. KnE Soc. Sci. 2019, 408–421. [Google Scholar] [CrossRef]
- Assman, H. Placer y Ternura en la Educación; Narcea S.A.: Madrid, Spain, 2002. [Google Scholar]
- Armstrong, T. Inteligencias Múltiples en el Aula; Paidós Educación: Barcelona, Spain, 2006. [Google Scholar]
- Qian, M.; Clark, K.R. Game-based Learning and 21st century skills: A review of recent research. Comput. Hum. Behav. 2016, 63, 50–58. [Google Scholar] [CrossRef]
- Tobias, S.; Fletcher, J.D.; Wind, A.P. Game-based learning. In Handbook of Research on Educational Communications and Technology; Springer: New York, NY, USA, 2014; pp. 485–503. [Google Scholar]
- Higueras-Rodríguez, L. El Juego Como Recurso Didáctico en la Formación Inicial Docente. Ph.D. Thesis, Department of Didactics and School Organization, University of Granada, Granada, Spain, 2019. [Google Scholar]
- Le, S.; Weber, P.; Ebner, M. Game—Based Learning. In Lehrbuch für Lernen und Lehren mit Technologien, 2nd ed.; Epubli GmbH: Berlin, Germany, 2013; Volume 267. [Google Scholar]
- Martín, P.P.G.; Calero, P.A.G.; Gómez-Martín, M.A. Aprendizaje basado en juegos. Icono14 2004, 2, 1–14. [Google Scholar] [CrossRef] [Green Version]
- Torres, C.; Torres-Perdomo, M. El Juego Como Estrategia de Aprendizaje en el Aula; Universidad de los Andes: Trujillo, Peru, 2007. [Google Scholar]
- Garcia, A.; Llull, J. El Juego Infantil y su Metodología; Editex: Madrid, Spain, 2009; Volume 32, pp. 315–317. [Google Scholar]
- Gómez Rodríguez, O.; Molano, P.; Rodríguez Calderón, S. La Actividad Lúdica Como Estrategia Pedagógica para Fortalecer el Aprendizaje de los Niños de la Institución Educativa niño Jesús de Praga. Bachelor’s Thesis, Universidad del Tolima Instituto de Educación a Distancia en Pedagogía Infantil, Ibagué, Colombia, 2015. [Google Scholar]
- Jover, G.; Rico, A.P. Juego, educación y aprendizaje. La actividad lúdica en la pedagogía infantil. Bordón Rev. Pedagog. 2013, 65, 13–18. [Google Scholar] [CrossRef] [Green Version]
- Romero, L.; Escorihuela, Z.; Ramos, A. La actividad lúdica como estrategia pedagógica en educación inicial. Rev. Efdeport. 2009, 14, 1–9. [Google Scholar]
- Payá Rico, A. La Actividad Lúdica en la Historia de la Educación Española Contemporánea; Universitat de València, Departament d’Educació Comparada i Història de l’Educació: Valencia, Spain, 2006. [Google Scholar]
- Murillo, F.; Hidalgo, N. Hacia un proceso de evaluación docente justo y socialmente justo. Rev. Iberoam. Eval. Educ. 2016, 9, 5–8. [Google Scholar]
- Gutiérrez-García, C.; Pérez-Pueyo, Á.; Pérez-Gutiérrez, M.; Palacios-Picos, A. Percepciones de profesores y alumnos sobre la enseñanza, evaluación y desarrollo de competencias en estudios universitarios de formación de profesorado. Cult. Educ. 2011, 23, 499–514. [Google Scholar] [CrossRef]
- De Medrano, C.; Vaillant, D. Aprendizaje y Desarrollo Profesional Docente; Fundación Santillana: Madrid, Spain, 2009. [Google Scholar]
- Negrín, E.; López, P. Una oportunidad para la cooperación del alumnado mediante las herramientas digitales 2.0. Rev. Innov. Enseñ. Univ. 2015, 1, 274–305. [Google Scholar]
- Ley 17/2007, de 10 de Diciembre, de Educación de Andalucía (LEA). Available online: https://www.juntadeandalucia.es/boja/2007/252/1 (accessed on 25 February 2018).
- Vaillant, D.; Marcelo, C. El ABCyD de la Formación Docente; Narcea: Madrid, Spain, 2015. [Google Scholar]
- Baztán Quemada, P. Plataforma Colaborativa de Educación: La Formación Permanente del Profesorado Como Motor de Cambio. Ph.D. Thesis, Department of Applied Pedagogy, Universitat Autónoma de Barcelona, Barcelona, Spain, 2016. [Google Scholar]
- EEES. Espacio Europeo de Educación Superior 2010. Available online: https://www.uma.es/eees/ (accessed on 15 January 2019).
- Agencia Nacional de Evaluación de la Calidad y Acreditación (ANECA). Libro Blanco. Título de Grado en Pedagogía y Educación Social; Agencia Nacional de Evaluación de la Calidad y Acreditación: Madrid, Spain, 2005. Available online: http://www.aneca.es/var/media/150392/libroblanco_pedagogia1_0305.pdf (accessed on 26 April 2019).
- Belinchón Romo, M.R.; de Diego Álvarez, D.; Velasco González, M. Nuevas Metodologías Docentes Aplicadas en el aula. El Aprendizaje Cooperativo y el Aprendizaje Colaborativo. El Trabajo en Grupo. 2011. Available online: http://dugidoc.udg.edu/bitstream/handle/10256/3610/129.pdf?sequence=1 (accessed on 3 July 2018).
- Delgado, A.M.; Borge, R.; García, J.; Oliver, R.; Salomón, L. Competencias y Diseño de la Evaluación Continua y Final en el Espacio Europeo de Educación Superior; Ministerio de Educación y Ciencia: Madrid, Spain, 2005.
- González, M.D.C.B.; Dueñas, M.S.M. Metodologías activas para la enseñanza y el aprendizaje. Rev. Panam. Pedagog. Sab. Quehacer. Pedagog. 2018, 25, 101–106. [Google Scholar]
- Fernández, A. Nuevas Tecnologías Docentes. 2008. Available online: http://www.upm.es/innovacion/cd/02_formacion/talleres/nuevas_meto_docent/nuevasmetodologias_docentes_2.pdf (accessed on 6 May 2018).
- Muñoz Cantero, J.M.; Rebollo Quintela, N.; Espiñeira Bellón, E.M. Desarrollo, dominio y relevancia de competencias en el Grado en Educación Social. Rev. Galego Port. Psicol. Educ. 2013, 21, 228–229. [Google Scholar]
- Delgado, V. La Formación del Profesorado Universitario: Análisis de los Programas Formativos de la Universidad de Burgos (2000–2011). Ph.D. Thesis, Department of Education Sciences, University of Burgos, Burgos, Spain, 2013. [Google Scholar]
- Marín, J.A.M.; Carmona, M.G.; Reche, J.M.S. Reflexión y análisis sobre los Programas de Cualificación Profesional Inicial como medida de inclusión social y educativa en Andalucía (España). REICE Rev. Iberoam. Calid. Efic. Camb. Educ. 2014, 12, 83–102. [Google Scholar]
- Navío, A. Las Competencias del Formador de Formación Continua: Análisis Desde los Programas de Formación de Formadores. Ph.D. Thesis, Department of Applied Pedagogy, University of Autónoma de Barcelona, Barcelona, Spain, 2001. [Google Scholar]
- Lune, H.; Berg, B.L. Qualitative Research Methods for the Social Sciences; Pearson Higher Ed.: Boston, MA, USA, 2016. [Google Scholar]
- May, T. Qualitative Research in Action; Sage: London, UK, 2002. [Google Scholar]
- Bazo, C.; Gonzáles, J. Métodos de Investigación en Educación; Documento de Trabajo; Pontifica Católica Universidad de Perú: San Miguel, Perú, 2016. [Google Scholar]
- Buendía, L.; Colás, P.; Hernández, D. Métodos de Investigación en Psicopedagogía; McGraw-Hill: Madrid, Spain, 2010. [Google Scholar]
- Bernal, C. Metodología de la Investigación; Pearson: Mexico City, México, 2006. [Google Scholar]
- Hernández Sampieri, R.; Fernández, C.; Baptista, P. Metodología de la Investigación, 6th ed.; McGraw-Hill: México City, México, 2014. [Google Scholar]
- Chiva-Bartoll, Ó.; Gil-Gómez, J. Aprendizaje-Servicio Universitario: Modelos de Intervención e Investigación en la Formación Inicial Docente; Ediciones Octaedro: Madrid, Spain, 2018. [Google Scholar]
- Jeong Kim, H.; Choi, J.; Lee, S. teacher experience of integrating tablets in one-to-one environments: Implications for orchestrating learning. Educ. Sci. 2019, 9, 87. [Google Scholar] [CrossRef] [Green Version]
Sources of Information | Total | ||
---|---|---|---|
Ministry of Education of the Andalusian Government | |||
CEP (Teacher training centers) | 28 | ||
Educational research | 3 | ||
Digital contents | 83 | ||
Learning experiences | 2 | ||
Innovation projects | 101 | ||
TOTAL | 217 |
Almería | Granada | Málaga | Córdoba | Sevilla | Cádiz | Huelva | Jaén |
---|---|---|---|---|---|---|---|
Almería | Motril | Vélez-Málaga | Córdoba | Alcalá de Guadaira | Cádiz | Aracena | Úbeda |
Cuevas-Olula | Granada | Ronda | Priego-Montilla | Osuna-Écija | Jerez de la Frontera | Bollullos-Valverde | Linares- Andújar |
El Ejido | Guadix | Málaga | Peñarroya-Pueblonuevo | Sevilla | Villamartin | Huelva-Isla Cristina | Orcera |
Baza | Marbella-Coín | Castilleja de la Cuesta | Algeciras-La Línea | Jaén | |||
Antequera | Lebrija | ||||||
Lora del Río |
Descriptors | Levels | Primary Education |
---|---|---|
Gamification | 2 | 1 |
Play as educational resource | 31 | 7 |
Educational game | 204 | 54 |
Playful methodology | 131 | 38 |
Game-based learning | 17 | 1 |
TOTAL | 385 | 101 |
Innovative Program | Field |
---|---|
School Map of Positive Coexistence | Equality between men and women in education (coeducation) |
Coexistence: promotion of coexistence values, attitudes, skills and habits | |
Coexistence: school space and peace | |
Coexistence: management and organization | |
Coexistence: participation | |
Coexistence: palliative interventions for coexistence problems | |
Teaching–Learning Processes | School planning and organization |
Educational Orientation and Attention to Diversity | Design of curricular materials |
Education in values | |
Special educational needs | |
Training and personal autonomy | |
Learning and Knowledge Technologies | Information and communication technologies |
Education in values | |
School libraries and reading projects | |
Attention to diversity | |
Teaching–learning processes | |
Design of curricular materials | |
Educational innovation materials | |
Literacy and language | |
Coexistence: school space and peace | |
Equality between men and women in education (coeducation) | |
Research in teaching methodologies | |
Teaching and communication in other languages | |
Reading and School Libraries in Andalusia | School libraries and reading projects |
Literacy and language | |
Healthy Living Habits | Entrepreneurial culture |
Environmental education | |
Health and consumption |
© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Higueras-Rodríguez, L.; Medina-García, M.; Molina-Ruiz, E. Analysis of Courses and Teacher Training Programs on Playful Methodology in Andalusia (Spain). Educ. Sci. 2020, 10, 105. https://doi.org/10.3390/educsci10040105
Higueras-Rodríguez L, Medina-García M, Molina-Ruiz E. Analysis of Courses and Teacher Training Programs on Playful Methodology in Andalusia (Spain). Education Sciences. 2020; 10(4):105. https://doi.org/10.3390/educsci10040105
Chicago/Turabian StyleHigueras-Rodríguez, Lina, Marta Medina-García, and Enriqueta Molina-Ruiz. 2020. "Analysis of Courses and Teacher Training Programs on Playful Methodology in Andalusia (Spain)" Education Sciences 10, no. 4: 105. https://doi.org/10.3390/educsci10040105
APA StyleHigueras-Rodríguez, L., Medina-García, M., & Molina-Ruiz, E. (2020). Analysis of Courses and Teacher Training Programs on Playful Methodology in Andalusia (Spain). Education Sciences, 10(4), 105. https://doi.org/10.3390/educsci10040105