Alfabetización mediática e informacional gamificada: experiencia piloto de implementación autónoma con docentes de secundaria
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2026
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INIE
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En este estudio se dio formación a docentes de secundaria (7.º a 9.º año) sobre los temas de AMI y gamificación, para que, a su vez, puedan diseñar sus propias estrategias de AMI gamificada e implementarlas en sus colegios por cuenta propia, con el apoyo y seguimiento de la persona investigadora durante su ejecución piloto. Esto conlleva, en primer término, el desarrollo de una experiencia de formación con las/los docentes participantes, para aprovechar los conocimientos generados en el proyecto antecedente 724-C0-111 en el diseño de sus propias estrategias de AMI gamificada. En segundo término, durante la investigación, se implican el apoyo, seguimiento y registro de las iniciativas desarrolladas por el personal docente en sus respectivas instituciones, así como de sus experiencias y resultados. La temporalidad de la investigación es de tipo longitudinal y prospectiva, pues se da a la tarea de capacitar a un grupo de participantes en el tema de AMI gamificada por un periodo de 6 meses. Se recogen sus percepciones sobre su nivel de motivación y dominio del tema al inicio y al final de la experiencia, y se valida continuamente su progreso y aprovechamiento de los conocimientos mediante los ejercicios y el trabajo final del taller, en el que deben crear su propia estrategia de AMI gamificada. Posteriormente, el estudio continuó con un nuevo periodo de 6 meses de seguimiento a la implementación de las propuestas de las/los participantes, durante el cual se completó una bitácora de su progreso y se recogieron los materiales y resultados finales de las estrategias. Esto se complementa con entrevistas de salida a las/los participantes para analizar conjuntamente su proceso de aprendizaje personal sobre el tema y conocer sus conclusiones y recomendaciones sobre la experiencia completada. La población de estudio está compuesta por personas adultas, docentes de 7.º a 9.º año de secundaria (tercer ciclo de Enseñanza General Básica) de colegios públicos y privados del Gran Área Metropolitana, interesadas en desarrollar propuestas de alfabetización mediática e informacional en sus instituciones. Entre las conclusiones se encuentran las siguientes: durante el proyecto, se capacitó a docentes en el diseño e implementación de estrategias gamificadas de alfabetización mediática e informacional. La propuesta generada y las experiencias y opiniones documentadas evidencian un alto nivel de creatividad y compromiso por parte del equipo participante, la interiorización y aplicación adecuadas de conceptos, y una sensibilización sobre el aporte de la gamificación a los procesos de AMI. Esto sugiere la efectividad de la propuesta formativa de este proyecto de investigación y su potencial para ser aprovechada en otros contextos e instituciones educativas. El acompañamiento ofrecido a las instituciones participantes permitió al menos una implementación exitosa de las estrategias diseñadas. Sin embargo, la participación durante la experiencia fue reducida e irregular: solo una de las tres representaciones completó el proceso; quedaron actividades sin completar en el módulo autogestionado; y hubo ausencias a clases y reuniones de seguimiento. Esto evidencia el desafío de mantener la participación de las personas docentes ante sus múltiples responsabilidades y compromisos, y resalta la necesidad de explorar formas de reforzar la propuesta para aumentar su alcance y grado de completitud.
ABSTRACT: This study provided training for secondary school teachers (Grades 7-9) in MIL and gamification, enabling them to design and independently implement their own gamified MIL strategies in their schools, with support and follow-up from the researcher throughout the pilot implementation. This involved, first, developing a training experience for participating teachers that drew on the knowledge generated by the preceding project 724-C0-111 to support the design of their own gamified MIL strategies. Second, the research involved supporting, monitoring, and documenting the initiatives developed by teachers in their respective institutions, as well as their experiences and outcomes. The study followed a longitudinal, prospective design, training a group of participants in gamified MIL over six months. The study collected participants’ perceptions of their motivation and mastery of the subject at the beginning and end of the experience. The study also continuously assessed their progress and knowledge acquisition through exercises and a final workshop assignment in which they were required to create their own gamified MIL strategy. Subsequently, the study continued with a further six-month period during which the implementation of participants’ proposals was monitored. Throughout this period, a logbook was maintained to document their progress, and the materials and outcomes of the strategies were collected. This process was complemented by exit interviews with participants to jointly analyze their individual learning experiences and gather their conclusions and recommendations regarding the completed experience. The study population consisted of adult teachers working in Grades 7–9 of secondary education (the third cycle of Basic General Education) at public and private schools in the Greater Metropolitan Area who were interested in developing media and information literacy initiatives in their institutions. The findings indicate that teachers were trained in the design and implementation of gamified media and information literacy strategies during the project. The resulting proposal, together with the documented experiences and opinions, demonstrates a high level of creativity and commitment among the participating team, the effective internalization and application of concepts, and an increased awareness of the contribution of gamification to MIL processes. These findings suggest that the research project’s training proposal was effective and has the potential to be adapted for use in other educational contexts and institutions. The support provided to participating institutions enabled at least one successful implementation of the strategies designed. However, participation throughout the experience was limited and inconsistent: only one of the three participating groups completed the process; some activities in the self-directed module remained unfinished; and participants were absent from classes and follow-up meetings. This highlights the challenge of sustaining teacher participation in the face of their multiple responsibilities and commitments and underscores the need to explore ways to strengthen the proposal in order to increase its reach and completion rate.
ABSTRACT: This study provided training for secondary school teachers (Grades 7-9) in MIL and gamification, enabling them to design and independently implement their own gamified MIL strategies in their schools, with support and follow-up from the researcher throughout the pilot implementation. This involved, first, developing a training experience for participating teachers that drew on the knowledge generated by the preceding project 724-C0-111 to support the design of their own gamified MIL strategies. Second, the research involved supporting, monitoring, and documenting the initiatives developed by teachers in their respective institutions, as well as their experiences and outcomes. The study followed a longitudinal, prospective design, training a group of participants in gamified MIL over six months. The study collected participants’ perceptions of their motivation and mastery of the subject at the beginning and end of the experience. The study also continuously assessed their progress and knowledge acquisition through exercises and a final workshop assignment in which they were required to create their own gamified MIL strategy. Subsequently, the study continued with a further six-month period during which the implementation of participants’ proposals was monitored. Throughout this period, a logbook was maintained to document their progress, and the materials and outcomes of the strategies were collected. This process was complemented by exit interviews with participants to jointly analyze their individual learning experiences and gather their conclusions and recommendations regarding the completed experience. The study population consisted of adult teachers working in Grades 7–9 of secondary education (the third cycle of Basic General Education) at public and private schools in the Greater Metropolitan Area who were interested in developing media and information literacy initiatives in their institutions. The findings indicate that teachers were trained in the design and implementation of gamified media and information literacy strategies during the project. The resulting proposal, together with the documented experiences and opinions, demonstrates a high level of creativity and commitment among the participating team, the effective internalization and application of concepts, and an increased awareness of the contribution of gamification to MIL processes. These findings suggest that the research project’s training proposal was effective and has the potential to be adapted for use in other educational contexts and institutions. The support provided to participating institutions enabled at least one successful implementation of the strategies designed. However, participation throughout the experience was limited and inconsistent: only one of the three participating groups completed the process; some activities in the self-directed module remained unfinished; and participants were absent from classes and follow-up meetings. This highlights the challenge of sustaining teacher participation in the face of their multiple responsibilities and commitments and underscores the need to explore ways to strengthen the proposal in order to increase its reach and completion rate.
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Educación, Cultura, Innovación educacional, Innovación pedagógica, Alfabetización informacional, Educación sobre medios de comunicación, Enseñanza multimedia, Juego educativo, Tecnología educativa, Juego, Tecnología de las comunicaciones, Tecnología de la información, Education, Education and Culture, Educational Innovation, Pedagogical Innovation, Information Literacy, Media Education, Multimedia Instruction, Educational Games, Educational Technology, Games, Communication Technology, Information Technology


