

With this book we aim to contribute to the training of teachers in the use of elements of games in the educational field and, especially, to improve educational learning. It is not about gamifying the game of chess but the way of teaching it.
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Chess is a great educational resource because, as a center of interest, it facilitates the design of transversal activities and, as a game, encourages the implementation of gamification in the classroom.
With this book we aim to contribute to the training of teachers in the use of elements of games in the educational field and, especially, to improve educational learning. It is not about gamifying the game of chess but the way of teaching it.
In the first block, the theoretical foundations of gamification and how to apply it in the educational world as an active methodology are exposed.
In the second block of the book, Ajedreteca, 101 hobbies, chess games and alternative games for learning educational chess (ABJ, game-based learning) are collected and classified.
And in the third block, four different gamified proposals are presented: a Chess game, a unit, a project and a virtual training course.
Thus, with all these examples, teachers will be able to generate other gamified proposals and design other games related to chess.
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