{"id":7370,"date":"2022-06-12T09:55:43","date_gmt":"2022-06-12T09:55:43","guid":{"rendered":"https:\/\/dypall.com\/?post_type=catalogue_of_resourc&#038;p=7370"},"modified":"2024-06-12T11:10:53","modified_gmt":"2024-06-12T11:10:53","slug":"guidelines-for-using-digital-games-and-gamification-in-youth-work","status":"publish","type":"catalogue_of_resourc","link":"https:\/\/dypall.com\/es\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/","title":{"rendered":"Directrices para el uso de los juegos digitales y la gamificaci\u00f3n en el trabajo juvenil"},"content":{"rendered":"<p>Esta publicaci\u00f3n tiene como objetivo proporcionar a los trabajadores juveniles m\u00e9todos y herramientas para utilizar juegos digitales o herramientas para gamificar sus m\u00e9todos de trabajo. Arrojar\u00e1 algo de luz sobre los juegos educativos existentes y las pr\u00e1cticas de gamificaci\u00f3n de diferentes pa\u00edses, presentar\u00e1 herramientas f\u00e1ciles de usar para gamificar experiencias de aprendizaje y resaltar\u00e1 los desaf\u00edos clave y los beneficios significativos de usar este m\u00e9todo en el trabajo juvenil. Es el resultado y el 1er Resultado Intelectual del proyecto GAME+: Gamificaci\u00f3n y acceso para los millennials en Erasmus+, desarrollado por cuatro organizaciones no gubernamentales: Bangherang APS (Italia), Centro de Activismo Juvenil CYA KRIK (Macedonia del Norte) y Red DYPALL (Portugal), bajo la coordinaci\u00f3n de Europe4Youth (Polonia) y financiado por la Agencia Nacional Polaca para el Programa Erasmus+.<\/p>","protected":false},"excerpt":{"rendered":"<p>Esta publicaci\u00f3n tiene como objetivo proporcionar a los trabajadores juveniles m\u00e9todos y herramientas para utilizar juegos digitales o herramientas para gamificar sus m\u00e9todos de trabajo. Arrojar\u00e1 algo de luz sobre los juegos educativos existentes y las pr\u00e1cticas de gamificaci\u00f3n de diferentes pa\u00edses, presentar\u00e1 herramientas f\u00e1ciles de usar para gamificar experiencias de aprendizaje y resaltar\u00e1 los desaf\u00edos clave y los beneficios significativos del uso de este m\u00e9todo. <a class=\"more-link\" href=\"https:\/\/dypall.com\/es\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\">Seguir leyendo <span class=\"screen-reader-text\">Directrices para el uso de los juegos digitales y la gamificaci\u00f3n en el trabajo juvenil<\/span><\/a><\/p>","protected":false},"featured_media":7374,"parent":0,"menu_order":0,"template":"","tags":[196,187],"catalogue_cat":[13],"class_list":["post-7370","catalogue_of_resourc","type-catalogue_of_resourc","status-publish","has-post-thumbnail","hentry","tag-digital-youth-work","tag-gamification","catalogue_cat-studies-research","entry"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.8 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Guidelines for Using Digital Games and Gamification in Youth Work - DYPALL Network<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/dypall.com\/es\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\" \/>\n<meta property=\"og:locale\" content=\"es_ES\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Guidelines for Using Digital Games and Gamification in Youth Work - DYPALL Network\" \/>\n<meta property=\"og:description\" content=\"This publication aims to provide youth workers with methods and tools to use digital games or tools to gamify their working methods. 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