For which purposes it is used

The game-based gymkhana can be used both for training content and for evaluating it. The abilities, skills and knowledge that can be assessed with this type of activity are the following:

  1. Acquisition of knowledge: the different activities that are proposed, seek to offer information on the student’s content management regarding the matter that we want to raise within the activity.
  2. Practical skills: if we include simple techniques that the student has to solve in any of the activities, we will also be evaluating their practical skills.
  3. Time management: due to the fact that it is a time-limited activity, the student’s ability to manage time is another item that can be evaluated.
  4. Teamwork, if carried out collaboratively, since students will have to organise themselves properly to be able to complete all the activities in the shortest possible time.
  5. Self-evaluation: the student will be able to have information about his own learning process, know what contents he has to reinforce the study and those that he already controls adequately.
  6. Evaluation of the teaching function: through the development of this type of activity, the teacher obtains global information on the teaching-learning process, his relationship with the group of students, as well as their degree of motivation and involvement. Likewise, we can detect problems in the acquisition of certain contents that we must reinforce again in the classroom.

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which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made
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2020-1-ES01-KA202-082113