University certificate
The world's largest faculty of education”
Description
TECH's advanced master’s degree in Digital Education and Gamification will allow students to acquire the most up-to-date knowledge in this unstoppable technological advance; a specialization of greater intensity, duration and educational impact, created to provide a highly qualified response to the most demanding professionals”
The program will allow students to master two of the trends of the moment: gamification and digital transformation. We are also aware that gamification is defined as action and, therefore, this program will not only be carried out by professionals who have successfully designed and implemented gamification in companies, groups and real students, solving current problems in companies, classrooms and real schools; but the students themselves will be integrated into a gamification scenario, so they can discover firsthand what it means to learn in a gamified environment. Furthermore, the digital resources modules will allow them to lead the educational transformation in their centers.
If you belong to the business world, this program will be useful to design and implement gamification initiatives in departments such as human resources, marketing or sales. If you come from the educational world, it will allow you to lead educational innovation by mastering two of its main points: digital implementation and gamification. You will also learn how to design games and gamification scenarios that can then be marketed, thus multiplying your promotional opportunities and the development of your personal brand.
This specialization helps professionals in this field to increase their ability to succeed, which results in better praxis and performance that will have a direct impact on educational outcomes, on the improvement of the educational system and on the social benefit for the whole community.
An essential complement for those who want to enter the world of education, knowing the peculiarities of teaching, learning about the technological tools applied in the classroom within a curricular project.
This advanced master’s degree offers a broad and comprehensive vision of applying technology to education, starting from the most basic tools, following through to the development of teaching skills.
It is an advance over the eminently pedagogical programs, focused on teaching, which do not address in depth the use of technology in educational contexts, without forgetting the role of teaching innovation.
The approach provides a far deeper understanding of how technology works at the different educational levels, so that professionals, depending on their interests, can have various options for applying it in the workplace.
An advanced master’s degree created especially for professionals seeking the highest qualification with the best didactic material, working on real cases and learning from the best professionals in the sector"
This advanced master’s degree in Digital Education and Gamification is the most comprehensive and up-to-date scientific program on the market. The primary features of the program are:
- Development of cases or situations presented by experts in the different specialties
- Graphic, schematic, and highly practical contents
- News, advances and new ways of working
- Presentation of practical workshops on the application of the techniques and methodologies presented
- Real high-resolution images in demonstrations
- Practical exercises where the self-evaluation process can be carried out to improve learning
- Algorithm-based interactive learning system for decision- making ability in the situations which are presented to the student
- Theoretical lessons, questions for experts, discussion forums on controversial issues and individual reflection work
- Content that is accessible from any fixed or portable device with an Internet connection
This advanced master’s degree may be the best investment you can make when choosing a refresher program for two reasons: In addition to updating your knowledge of Digital Education and Gamification, you will obtain a qualification from TECH Global University”
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 during the academic year. For this purpose, the student will be assisted by an innovative interactive video system created by renowned and experienced experts.
Take the opportunity to learn about the latest advances in Digital Education and Gamification and improve your teaching skills by mastering the latest techniques: the surest way to position yourself among the best"
Increase your decision-making confidence by updating your knowledge through this advanced master’s degree program created to train the best"
Objectives
This advanced master’s degree in Digital Education and Gamification is designed to offer a comprehensive, detailed and updated vision of the new techniques used in Digital Education and Gamification as a key obejctive of the new education. Our goal is to train you with the best quality in the teaching market, thus ensuring your professional growth toward excellence.
This advanced master’s degree has been designed so you can acquire or update knowledge of Digital Education and Gamification, with the use of the latest educational technology, achieving in a fluid, efficient and safe way the ability to create, supervise and work with the most avant-garde techniques"
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
- Introduce students to the world of teaching, from a global perspective in order to prepare them for their future employment
- Know the new tools and technologies applied to teaching
- Explore digital competencies in depth
- Show the different options and ways the teacher can work in his or her post
- Promote the acquisition of communication and knowledge transmission skills and abilities
- Encourage continuous training of students and an interest in teaching innovation
Specific Objectives
- Pay special attention to assessment and the processes involved, in order to increase the quality of professional praxis and performance
- Introduce students to the vast world of games from a perspective applied to the field of education, so they are aware of the different contributions and implications both in human development and in the acquisition of new skills
- Know the possibilities offered by new technological tools used in educational practice
- Enable the development of skills and abilities by encouraging continuous training and research
- Gain knowledge of the educational technology and digital skills that will provide an opportunity for entry to or professional development in this field
- Transmit the theoretical and practical knowledge acquired, as well as develop the capacity for criticism and reasoning, before a specialized and non-specialized public, in a clear and unambiguous manner
- Know the meaning of the term gamification and differentiate it from other processes
- Analyze the different behavioral models related to gamification
- Know the history and evolution of gamification
- Study the different types of gamification
- Know what game mechanics are and how to use them to our advantage
- Analyze the different forms of player organization and their repercussions during the game
- Know the time divisions that sequence the stages of the game
- Analyze the concept of chance, its usefulness and the mechanics that generate it
- Know the forms of interaction between players that can be provoked by different mechanics, as well as the importance of adjusting participant progress
- Discover various game mechanics that contribute to development and determine the interaction between players and the game itself
- Learn how to establish the end of a game and the various mechanics that help approach it
- Analyze different ways of transferring the results of a game beyond the game or session itself, extending its importance in school daily life
- Recognize different problems that may appear when developing a game and adjusting the mechanics accordingly
- Reflect on the need to analyze the educational objectives to be achieved when designing a new game
- Value the different objective-based contributions of the game, competition and collaboration, to then apply them in a company or classroom
- Appreciate the importance of the different game elements
- Identify the features of different board games
- Value the contribution of each element to the game experience
- Select types of games based on needs
- Reflect on how the mechanics affect the game experience
- Differentiate between playing card games and other cards
- Define the different mechanics in card and dice games
- Differentiate between the different types of games
- Define the concept and history of role-playing games
- Identify role-playing game elements
- Differentiate between role-playing games and RPGs
- Reflect on the importance of storytelling in RPGs
- Know the history of video games
- Identify educational games and apps
- Appreciate the educational elements of both individual and team games
- Choose between competitive and collaborative games according to the objectives sought
- Describe the most common board games
- Explain the most common card, role-playing and dice games
- Evaluate GBL application of the most common card, role-playing and dice games
- Define the main educational video games
- Evaluate their application in GBL
- Explain the main characteristics of gamification in a company
- Recognize the positive and possible negative aspects of implementing a gamification system in a company
- Discover what gamification can do in the sales department of a company
- Analyze gamification strategies applied to enterprise marketing
- Assess how gamification has changed the way of working in a company and how it has been implemented in human resources departments
- Estimate the importance of gamification through examples of good practices
- Describe different business gamification platforms and their results
- Encourage a high level of respect for the narrative, as it is the main organizing table
- Use stories to organize and motivate participants
- Encourage participant improvement through narrative tools
- Give the narrative elements management functions within the different processes
- Turn levels into labels for the distribution of tasks
- Create different participant roles according to level
- Learn to foster a collaborative environment
- Make shared knowledge each team's core capital
- Provide strategies to generate empowerment in the work groups themselves
- Learn how to foster knowledge, training and communication
- Understand how game roles and player roles influence gamification strategy
- Know the essential game roles to design the dynamics
- Learn how to take care of the narrative environment by taking into account the different types of players
- Offer intervention channels in the proposed narrative
- Understand how the physical environment influences the work environment and the development of gamification
- Differentiate between the industrial and contemporary educational paradigm, as well as the constituent elements of the digital school
- Value the role of institutional agents involved in the digital transformation of the center
- Value the educational role of the family in digital society
- Identify and value the modalities of use for some technological resources to inspire and motivate students
- Analyze the characteristics of the different game modalities and elements to balance entertainment and achieving pedagogical goals
- Identify the different types and tools for competency-based assessment in the digital context
- Discover incidental learning
- Differentiate institutional learning
- Know the advantages of direct learning
- Take advantage of the potential of vicarious learning
- Recognize skill deficiencies
- Understand academic difficulties
- Explore the possibilities of informal education
- Know the advantages of formal education
- Take advantage of the relationship between intelligence and family
- Learn about family educational models
- Understand the peculiarities of adult learning
- Review the characteristics of adolescence
- Observe adolescent psychosexual development
- Recognize gender identity in adolescents
- Discover communication processes
- Know the processes of imparting knowledge in teaching
- Develop voice skills in the classroom
- Understand voice care in the classroom
- Explore the use of the whiteboard
- Learn about the use of projectors
- Learn about images and licenses for use
- Develop skills in the use of authored images
- Explore video as a support material
- Discover video teaching
- Prepare reports and written assignments
- Learn about blogs and forums
- Observe teaching difficulties
- Understand classroom difficulties
- Understand the advantages and disadvantages of collaborative learning
- Distinguish between advantages and disadvantages of competency-based learning
- Know about classroom materials
- Differentiate reference materials
- Explore teaching resources on the Internet
- Develop Wikis and reference material on the Internet
Our goal is to help you achieve yours, through a very unique program of specialization that will become an unparalleled professional growth experience"
Advanced Master's Degree in Digital Education and Gamification
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The application and implementation of different gamification techniques in pedagogical contexts have revolutionized the development of modern educational processes, serving as a productive tool both in student motivation and in the achievement of different learning objectives. To successfully address this area it is necessary to have specific knowledge and skills, therefore, TECH Global University designed an Advanced Master's Degree in Digital Teaching and Gamification, focused on providing you with the necessary tools to apply alternative teaching techniques through the use of virtual tools and educational games. Through the curriculum, carefully designed by our team of experts, you will learn the basics of gamification, the elements and mechanics of recreation, as well as gamification and game-based learning (ABJ). In turn, you will analyze the digital learning model, e-learning, the use of social networks, interactive blogs or Google GSuite for Education, among others.
Specialize in promoting innovative educational spaces
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At TECH we have the largest Faculty of Education, from which we provide you with the most complete and updated educational content on the market. Here, you will have the continuous support of a team of high-level specialists, who will drive your teaching and growth process. During two intensive years, you will be trained in the use of gamification and gamification, which will allow you to teach in innovative environments adapted to the needs of students. From this, you will be able to strengthen education in the classroom and contribute to the improvement of educational or business systems, thus obtaining multiple benefits for the entire community involved.
Study an Advanced Master's Degree online
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Are you looking to stay at the forefront in the educational sector? This program is your best option. Here, you will find the most fundamental topics to specialize in the area, which range from the new models of digital teaching (digital branding) and interactive ICT: digital whiteboard, projectors, blogs and forums, to the types of gamification and learning techniques: incidental, institutional, direct, vicarious, collaborative and competency-based. From this, you will know how to apply initiatives in different educational fields and generate innovative learning spaces that help the personal growth and improvement of each student. If you want to know more, make up your mind and enroll now.