Gamificación y metodología AICLE en la enseñanza de la Historia en Educación Secundaria: diseño de una propuesta didáctica con perspectiva de género.
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2026
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Abstract
El presente trabajo de Fin de Máster propone el diseño y aplicación de
una intervención didáctica centrada en la enseñanza de la Historia en
Educación Secundaria Obligatoria a través de dos metodologías principales: la
gamificación y el Aprendizaje integrado de Contenidos y Lenguas Extranjeras
(AICLE). La propuesta incorpora dinámicas gamificadas, resolución de retos y
actividades de carácter cooperativo orientadas al desarrollo del alumnado, el
cual investigará acontecimientos, analizará fuentes, recreará contextos
históricos y resolverá problemas vinculados a distintas etapas de la Historia,
favoreciendo la mayor comprensión de los contenidos y el desarrollo del
pensamiento crítico. Esta propuesta busca demostrar que el uso combinado de
la gamificación y la metodología AICLE favorece un aprendizaje más
significativo, participativo y competencial, ofreciendo una propuesta
metodológica con capacidad de transferirse al contexto educativo actual, así
como aplicable a la enseñanza de los saberes básicos y competencias
específicas solicitadas para los cursos de 1º, 3º y 4º de la ESO.
This Master's Thesis proposes the design and implementation of a didactic intervention focused on the teaching of History in Compulsory Secondary Education through two main methodologies: gamification and Content and Language Integrated Learning (CLIL). Through the design of historical games, challenge-based activities, and cooperative tasks, students will investigate historical events, analyze sources, recreate historical contexts, and solve problems related to different historical periods, promoting critical thinking and content retention. This proposal aims to demonstrate that the combined use of gamification and CLIL fosters more meaningful, participatory, and competency-based learning, offering an innovative and applicable model for teaching the core knowledge and specific competencies required for the 1st, 3rd, and 4th years of Secondary Education.
This Master's Thesis proposes the design and implementation of a didactic intervention focused on the teaching of History in Compulsory Secondary Education through two main methodologies: gamification and Content and Language Integrated Learning (CLIL). Through the design of historical games, challenge-based activities, and cooperative tasks, students will investigate historical events, analyze sources, recreate historical contexts, and solve problems related to different historical periods, promoting critical thinking and content retention. This proposal aims to demonstrate that the combined use of gamification and CLIL fosters more meaningful, participatory, and competency-based learning, offering an innovative and applicable model for teaching the core knowledge and specific competencies required for the 1st, 3rd, and 4th years of Secondary Education.
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