University certificate
The world's largest faculty of education”
Why study at TECH?
Delve into the latest advances in Digital School and Gamification and take the educational experience to another level"
Educational innovation is a premise that schools must keep in mind today. Young people are the segment of society with digital skills, including video games, so traditional teaching experiences are less and less capturing their attention. Thus, betting for Gamification in the classroom is postulated as the best way to redefine the relationship between students and teachers and lead the former to an educational performance that reaches new heights.
In this way, the program of this Postgraduate diploma will provide them with a high level of training in two of the current trends: Gamification and Digital Transformation. It is aimed at both students from the business and educational world. Furthermore, this program will not only be taught by professionals who have successfully designed and implemented gamifications and gamification, but students will also be integrated into them so that 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.
Emphasizing its double aspect, if the student belongs 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 they come from the educational world, it will allow them to lead educational innovation. In both cases, you will learn how to design games and gamifications that can be marketed.
All this valuable learning will be offered completely online, with a modern format in which students will set their educational pace within the proposed deadlines. In addition, they will enjoy an extensive Virtual Campus where they will find the most up-to-date knowledge in this area in the form of content presented in a variety of ways, from interactive diagrams to video summaries.
Transform the learning experience in your school to further integrate your students into the educational process"
This Postgraduate diploma in Digital School and Gamification 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 Digital School and Gamification
- 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 the process of 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
Students will want to go back to the classroom as soon as they finish thanks to the games that this Postgraduate diploma proposes to design"
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.
This program’s design focuses on Problem-Based Learning, through which the professionals must try to solve the different professional practice situations that arise during the academic program. For this purpose, the students will be assisted by an innovative interactive video system created by renowned experts.
Be part of the revolution in the educational experience thanks to Gamification and stand out in your center"
See firsthand in this Postgraduate diploma what it means to learn in a gamified environment"
Syllabus
The structure of this program contains everything necessary for a broad specialization with the latest developments and contributions in this field. The students will analyze with the teaching team the concept of Digital School, the best electronic devices that a classroom should have, the profile of students in the digital era or the TPACK model. Following the practical methodology of ReLearning, these and more ideas will be successfully assimilated by the students thanks to their reiteration through interactive outlines and summaries, complementary readings, case analysis or videos.
Examines in depth the profile of Generation Z learners to design the best digital strategies to boost their learning"
Module 1. How to Organize a Digital School
1.1. Before Starting
1.1.1. Education in Digital Society
1.1.2. What Is n Digital School?
1.2. The School Institution in Digital Society
1.2.1. The Management Team’s Drive
1.2.2. The Fundamental Role of Educators
1.2.3. Families and Schools in Digital Society
1.3. Students Belonging to iGeneration or Generation Z
1.3.1. Myths and Reality about Digital Natives
1.3.2. Education in Digital Society
1.3.3. M-learning
1.3.4. The Trojan Horse?
1.4. What does My Center Need?
1.4.1. Educational Philosophy
1.4.2. "He Who Reads Much and Walks Much, Sees Much and Knows Much"
1.5. Analyzing before Starting
1.5.1. Priorities
1.5.2. Fundamental Decisions
1.5.2.1. Trolleys or 1:1 Ratio?
1.5.2.2. What Concrete Model Have We Chosen?
1.5.2.3. IDP or Television? Neither of the Two?
1.5.3. Planning
1.6. Design as the Key to Implementation
1.6.1. The DEP
1.6.2. What are Managed Apple IDs?
1.6.3. Device Management Systems
1.6.4. Apple School Manager
1.6.5. Buying in Bulk
1.7. The Importance of a Good Foundation: Development
1.7.1. Connectivity
1.7.2. Human: The Educational Community
1.7.3. Organizational
1.7.4. Education
1.8. Why Choose an iPad for the Classroom?
1.8.1. Technopedagogical Criteria
1.8.2. Other Considerations
1.8.3. Typical Objections
1.9. The Map to Discover Treasures
1.9.1. Apple's Office Suite
1.9.1.1. Pages
1.9.1.2. Keynote
1.9.1.3. Numbers
1.9.2. Multimedia Creation Apps
1.9.2.1. iMovie
1.9.2.2. Garage Band
1.9.3. The Classroom in the Teacher's Hands
1.9.3.1. Teaching Management: Classroom
1.9.3.2. iTunes U as a Virtual Learning Environment
1.9.4. Swift Playgrounds and LEGO
1.10. Assessment and Program Continuity
1.10.1. Untimely Assessment
1.10.2. New Cycle Commitments
Module 2. New Times, New Students
2.1. New Times, New Students
2.1.1. Digital Age Learner Virtualities and Limits
2.1.2. PISA as a Benchmark for Current Education
2.1.3. Other Benchmarks for Current Education
2.2. Competent but Happy Too
2.2.1. Digital Competence as Transverse Axis Learning
2.2.2. Digital Competence Dimensions
2.2.3. Searching for Happiness on Google, Not to Be Found
2.3. Active and Independent Students
2.3.1. Project-Based Learning in the Digital Context
2.3.2. Other Active Methodologies
2.3.3. Independent Learning in the 21st 21st century
2.4. You Can’t Do It on Your Own, You Can with Friends
2.4.1. Key Elements in Cooperative Learning in the Digital Context
2.4.2. Google Suit in Cooperative Learning
2.5. Creative and Communicative Students
2.5.1. Digital Narration
2.5.2. Audiovisual Format
2.5.3. Flipped Classroom
2.6. Are Our Students Sufficiently Stimulated?
2.6.1. Resources to Speak the Same Language as the Students Do
2.6.2. Digital Interactive Whiteboards: Good Practices
2.6.3. To Project or Not to Project, That Is the Question
2.7. Enemies of Boredom
2.7.1. Contests and Challenges
2.7.2. Characters, Plots and Powers
2.8. Like, Share, Comment
2.8.1. Social media
2.8.2. Social Learning Environments and Gamification Platforms
2.9. Giving Feedback
2.9.1. Skills evaluation
2.9.2. Self-assessment and Co-assessment
2.9.3. Gamified Hetero Assessment
2.10. Playable Demos
2.10.1. In the Classroom
2.10.2. At Home
2.10.3. Board Games
Module 3. Teachers in the Digital School
3.1. Rethinking Education: Aiming toward 2030 Society
3.1.1. What Education Do We Need in the 21st Century?
3.1.2. Education for Global Citizenship
3.1.3. The Digital Role in School
3.1.4. Challenges and Objectives for the Education of the 21st Century
3.2. Teacher Digital Competence
3.2.1. Being Competent in Education
3.2.2. Digital Educational Technology
3.2.3. Distribution Models of ICT to School ICT Distribution Models in Schools
3.2.4. Teacher Digital Competence
3.3. Teacher Training in the Digital School
3.3.1. Teacher Training: A Brief State of Play
3.3.2. Teacher Role in the 21st Century
3.3.3. Teacher Skills in the Digital School
3.3.4. Digital Teaching Competence Portfolio
3.4. The Inefficiency of the Lone Teacher
3.4.1. The Education Project and the Curricular Project
3.4.2. Work Group Culture
3.4.3. Technology at the Service of Cooperative Work: Management, Training and Collaboration
3.5. TPACK: A Model for Today's Teachers
3.5.1. The TPACK Model
3.5.2. Knowing How to Use the TPACK Model
3.5.3. Implementing the TPACK Model
3.6. Creative and Communicative Materials
3.6.1. Digital Narration in the Classroom
3.6.2. Digital Books in School
3.6.3. Creating Open Educational Resources
3.6.4. Visualizing Thoughts and Ideas
3.6.5. Video Narration
3.6.6. Video Games
3.7. Assessment in the Digital Era
3.7.1. Toward Authentic Learning Assessment
3.7.2. Technology in Assessment
3.7.3. Assessment Tools with Educational Technology
3.7.4. Electronic Rubric Assessment
3.8. Teacher Student Communication through Digital Platforms
3.8.1. Introduction to Virtual Platforms in Education
3.8.2. Pedagogic Dimensions in Virtual Classrooms
3.8.3. Didactic Planning for Virtual Classrooms
3.8.4. Platforms to Create Virtual Classrooms
3.9. Families and Schools: Breading the Digital Gap
3.9.1. The Role of the Family in the Digital School
3.9.2. The Importance of Relationships and in the Educational Environment
3.9.3. Family School Communication Platforms
3.10. Teaching Resources in the Age of Knowledge
3.10.1. Teaching How to Think through the Curriculum
3.10.2. Bloom's Taxonomy for the Digital Age
3.10.3. The Integrated Didactic Unit as a Planning Tool
3.10.4. Redesigning Exams as an Assessment Tool
Thanks to ReLearning, your updated knowledge of Digital School and Gamification will accompany you throughout your career"
Postgraduate Diploma in Digital School and Gamification
At TECH Global University, we present you our Postgraduate Diploma program in Digital School and Gamification. If you are passionate about education and want to acquire innovative skills to enhance your students' learning, this program is ideal for you. Our online classes give you the flexibility to study from anywhere and at any time. Through our state-of-the-art online platform, you will have access to interactive resources, quality teaching materials and online classrooms where you can interact with other education professionals. The online mode allows you to adapt your studies to your pace and reconcile your work and personal responsibilities without sacrificing academic excellence. The Postgraduate Diploma in Digital School and Gamification will provide you with the necessary tools to transform your teaching practices and make the most of digital technologies and the power of games in the teaching-learning process. You will learn how to design motivating and dynamic educational experiences that encourage the active participation of your students and promote the development of key skills for the 21st century.
Power your teaching profile with this postgraduate course
At TECH Global University, we have a team of experts in digital education and gamification, who will guide you throughout the program, providing you with up-to-date knowledge and relevant case studies. Our practical and results-oriented approach will allow you to immediately apply the strategies learned in your educational environment. At the end of this program, you will be able to design and develop online learning environments, use digital tools to enrich your classes and apply gamification techniques to boost student participation and motivation. You will be an innovative teacher prepared to face the challenges of education in the digital era. Do not miss the opportunity to be a reference in digital education and gamification. Join TECH Global University and expand your professional horizons - boost your students' learning in a creative and effective way!