Gamification and Webquest for image identification in Art History
DOI:
https://doi.org/10.31637/epsir-2024-347Keywords:
cooperative learning, self-evaluation, gamification, art history, image, digital ressources, observational rubric, webquestAbstract
Introduction: The research presents the application of a gamification and webquest proposal as a response to the demand for pedagogical strategies capable of reformulating the existing models in the conventional learning of Art History. Methodology: The methodology followed articulates the aforementioned tools, in a course of the specialty of Restoration of the Faculty of Fine Arts, to design an innovative cooperative learning proposal with activities capable of favoring the acquisition by students of the skills and objectives foreseen in the subject program.Results: The provision of an observational rubric made it possible to characterize the progressive evolution in the development of the competencies and in the achievement of the planned objectives, confirmed in the marks of the exam and the compulsory assignments. Discussions: The use of an analysis using SWOT criteria to evaluate the experience facilitated the identification of weaknesses and strengths of this experience, allowing to reformulate and explore new methodological ways in the use of technological tools as a teaching resource Suspendisse dapibus dapibus pellentesque magna. Integer nulla. Conclusions: The results of the course validate the initial hypothesis regarding the improvement in the process of recognition of artistic images through the combination those strategies.
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