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Innovación Educativa en la Formación Superior: Aplicando Gamificación a Través Del Uso de una Sala de Escape Educativa ; Educational Innovation in Higher Education: Applying Gamification Through the Use of An Educational Escape Room

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  • معلومة اضافية
    • بيانات النشر:
      Centro de Investigación ALAC - Asociación Latinoamérica para el Avance de las Ciencias
    • الموضوع:
      2024
    • نبذة مختصرة :
      In the context of higher education, this paper presents an educational innovation project where gamification was implemented as a strategy to improve student learning. Specifically, a virtual educational escape room was designed and applied to determine the effects of gamification in the teaching-learning process. The project was carried out with groups of students enrolled in the training unit of Analysis of Electrical Systems in Engineering Systems of the second semester of the Engineering Innovation and Transformation avenue at the Tecnológico de Monterrey, Mexico. The development of the project was carried out in three moments: 1) Design and adaptation of the escape room considering the dynamics of the game and the disciplinary contents, 2) Implementation of the ludic activity in the classroom, and 3) Application of the evaluation instrument and data analysis. The research orientation was quantitative with a descriptive design. The evaluation instrument uses the Likert scale and the questions were divided into three dimensions: utility, motivation and satisfaction. The reliability of the students' responses was verified using Cronbach's alpha coefficient. The results showed that students positively valued the use of the virtual escape room as a tool and didactic proposal to improve the teaching-learning process. ; En el contexto de la educación superior, en este documento se presenta un proyecto de innovación educativa en donde se implementó la gamificación como una estrategia para mejorar el aprendizaje del alumnado. De manera específica, se diseñó y aplicó una sala de escape educativa en modalidad virtual para determinar los efectos de la gamificación en el proceso de enseñanza-aprendizaje. El proyecto se llevó a cabo con grupos de estudiantes inscritos en la unidad de formación de Análisis de sistemas eléctricos en sistemas ingenieriles del segundo semestre de la avenida de Ingeniería, Innovación y Transformación del Tecnológico de Monterrey, México. El desarrollo del proyecto se llevó a cabo en tres ...
    • File Description:
      application/pdf; text/html
    • Relation:
      https://ciencialatina.org/index.php/cienciala/article/view/9660/14275; https://ciencialatina.org/index.php/cienciala/article/view/9660/14276; https://ciencialatina.org/index.php/cienciala/article/view/9660
    • الرقم المعرف:
      10.37811/cl_rcm.v8i1.9660
    • الدخول الالكتروني :
      https://doi.org/10.37811/cl_rcm.v8i1.9660
      https://doi.org/10.37811/cl_rcm.v8i1
      https://ciencialatina.org/index.php/cienciala/article/view/9660
    • Rights:
      Derechos de autor 2024 Lydia Velazquez Garcia, María Del Pilar Longar Blanco, Antonio Cedillo Hernández ; https://creativecommons.org/licenses/by/4.0
    • الرقم المعرف:
      edsbas.57FA226A