Propuesta de Innovación mediante gamificación para mejorar la resolución de casos prácticos en aplicativo SIGO Guardia Civil
Autor:
Becerra-Fernández, Pedro
Fecha:
01/07/2025Palabra clave:
Tipo de Ítem:
masterThesis
Resumen:
Este Trabajo Fin de Máster presenta una propuesta de innovación educativa basada en la gamificación, concretamente mediante un Escape Room digital, orientada al aprendizaje significativo del alumnado de la Academia de Guardias de la Guardia Civil en el uso del aplicativo SIGO para la grabación de denuncias penales. Se crea para dar una solución a una necesidad detectada en el aula basada en la dificultad del alumnado para afrontar casos prácticos sin guía directa del docente. A través de una narrativa contextualizada, pruebas secuenciadas y el uso de inteligencia artificial para generar vídeos y materiales interactivos, se crea un entorno gamificado realista que aproxima al alumnado a situaciones similares a las que vivirá en unidades operativas para su posterior volcado en forma de datos en el Sistema de Gestión Operativa de Servicio (SIGO), aplicativo de gestión de información de la Guardia Civil. El proyecto se apoya en marcos teóricos actuales sobre gamificación, ABP y motivación, y presenta una estructura organizada en sesiones prácticas con evaluaciones diagnósticas, continua y sumativa mediante instrumentos evaluativos presentes a lo largo del Escape Room.
El trabajo concluye destacando la viabilidad, y valor pedagógico de la propuesta como una respuesta eficaz a los retos formativos en entornos profesionales como el de la Guardia Civil.
Descripción:
This Master's Thesis presents an educational innovation proposal based on gamification, specifically through a digital Escape Room, aimed at promoting meaningful learning for students at the Guardia Civil Academy in the use of the SIGO application for recording criminal complaints. It was created to address a need identified in the classroom: students' difficulty in tackling practical cases without direct teacher guidance. Through a contextualized narrative, sequenced challenges, and the use of artificial intelligence to generate videos and interactive materials, a realistic gamified environment is created that brings students closer to situations similar to those they will encounter in operational units, facilitating the subsequent entry of data into the Operational Management System (SIGO), the Guardia Civil’s official information management tool. The project is supported by current theoretical frameworks on gamification, problem-based learning (PBL), and motivation, and is structured into practical sessions with diagnostic, formative, and summative evaluations through assessment tools embedded throughout the Escape Room. The thesis concludes by highlighting the feasibility and pedagogical value of the proposal as an effective response to training challenges in professional contexts such as the Guardia Civil, offering an active, contextualized learning experience transferable to real-world law enforcement duties.
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