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    Item type:Publication,
    Designing a gamified approach for digital design education aligned with Education 4.0
    (Frontiers Media SA, 2024)
    Cal y Mayor-Peña, Francisco
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    Escobar-Castillejos, Daisy
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    Noguez, Julieta
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    Introduction: Gamification integrates game-like elements, such as points, badges, and leaderboards, into the educational process. This study examines the influence of a gamified approach on improving graphic design education. By implementing this methodology, we aim to create a more dynamic learning environment that could lead to better academic outcomes. Methods: A quasi-experimental design was employed to compare students' average grades and academic achievements using the gamified technique with those taught using conventional methods. Thirty-two students participated in the study, with these students enrolled in three different terms. Data collection involved tracking students' grades, participation, and completion rates of gamified activities. Results: Participants in the August—December 2023 semester (Experimental 2 group) who experienced the gamified approach with the proposed platform showed significant improvement, with a p-value of 0.033, compared to those in the August—December 2022 semester (Control group), which used only conventional approaches. Furthermore, better learning outcomes were obtained when the Experimental 2 group was compared with the January-May 2023 semester (Experimental 1 group), which used only the gamification methodology (p-value = 0.025). Additionally, out of 15 students in the Experimental 2 group, 10 achieved certification in Adobe Illustrator and 13 in Photoshop, suggesting that gamification elements applied through a digital platform can improve academic performance and enhance students' practical skills and readiness for professional challenges in graphic design. Discussion: Results indicate that the gamified methodology can improve learning outcomes. Nevertheless, the proposed approach also has limitations and areas for improvement. Manual data capture, integration with external tools, the amount of teachers applying the approach, and the sample size of participants are limitations of the study that could have affected the accuracy of the results. Future work will focus on developing a proprietary platform that integrates course content and automates the tracking system to improve efficiency and accuracy. Moreover, a subsequent study will include a larger sample of students and professors to validate the present study's findings. ©The authors ©Frontiers Media SA ©Frontiers in Education.
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    Item type:Publication,
    Gamification and Self-Directed Learning
    (DECHEMA, 2020)
    Pacheco, Ernesto
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    Palma, Jaime
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    Arana, Ivan
    Gamification is a learning technique that transfers game mechanics to the educational environment in order to achieve better learning results, change participants' attitudes towards the learning process, develop knowledge and student skills. One of the advantages of using gamification is that motivates students to investigate and design strategies in order to achieve a better performance in the game. There are many studies that highlight the different benefits of using gamification in the classroom, among some of these benefits gamification improves student participation, motivation and commitment, encourages more collaboration between students, increases content understanding, among others. On the other hand, it is necessary to understand that the paradigm of employers has changed. Companies today need more flexible people, with different skills, with the ability to "learn to learn". This skill is essential to cope with the complexity of interactions that people frequently face. This is why many companies prefer to have employees who manage their time and achieve results independently (without the direction of supervisors, trainers, or educators). Day by day it is more important that people develop the ability to acquire new skills, new knowledge and self-management. For the past two years, with other colleagues in the logistics area at our university, we have worked on designing a course based on an online game called Logistic Simulator (or LOST, for short). The intention of the game is that students can acquire knowledge in an easy and fun way. To improve their performance in the game, they must investigate and learn different topics of the course on their own, and even investigate content that is not found within the syllabus. This study aims to point out how gamification influences the student's perception of self-directed learning. The study shows that students significantly change their perception of some of the areas related to their participation and the degree of responsibility they have for their own learning, in particular, students improve their abilities in the search for information, autonomy and self-management. ©The authors.
    Scopus© Citations 2  14
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    Item type:Publication,
    The influence of the use the gamification to improve academic performance in high school students
    (IATED Academy, 2018)
    Villegas Aguilera, Brenda
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    Alvarado Martínez, Elizabeth
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    Society today is faced with a number of changes that have developed from the incorporation of new information and communication technologies, digital applications and social networks, which have been used each time more easily and frequently by people of all ages and social strata. This has led to that within the formal education, mainly at the high school, consider the possibility of integrating technological tools in educational plans and programs in order to generate greater innovation and respond to the needs of the new learners. For the development of the present investigation is considered necessary the search of learning and teaching strategies based on the new educational trends, such as the Gamification, in order to promote behaviors and habits that lead students to the development of competences and improve academic outcomes. In addition, it is intended to know the influence of the use of the Gamification to improve the academic performance of high school students. In order to develop the present study, we will make use of the Inventory of Learning Strategies and Study (Fernández Liporace, Alvarez & Uriel, 2010) which will help in obtaining the desired information. The question is: how does the use of the Gamification will contribute to the improvement of the academic performance? For which, it will be necessary to consider the partial evaluations and activities gamified that were implemented during the academic period from August to December 2017. ©2018 INTED2018 Proceedings
      34  1
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    Item type:Publication,
    The gamification : strategy of teaching-learning to develop the resilience in students university
    (IATED Academy, 2017)
    Villegas Aguilera, Brenda
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    Alvarado Martínez, Elizabeth
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    Society is in constant evolution due to the development of information and communication technologies, digital applications and social networks, which at the same time are frequently used by all kind of people, no matter their social status. As a consequence in education; specially in higher education, teachers have incorporated these tools in their syllabus and clases to fulfill today society demands. Higher education teachers have created nicer environments with the implementation of new teaching and learning strategies to provide students with complete and comprehensible education, turning traditional clases into new and interesting lessons. Through the incorporation of Gamification; game elements, in the syllabus and course design, students could change their habits in class and improve their participation, productivity and competenies. Thus, students could learn in a meaningful, fun and easier way. The present work is part of the development of a research thesis, which is necessary to the pursuit of teaching-learning strategies based on the new educational trends, such as the gamification, in order to promote behaviors and habits that lead students to the development of competences and better academic results. In this sense, the aim of this article is to develop resilience in university students by introducing gamification as a strategy for teaching and learning. The research question is: how does the gamification will contribute to the development of resilience in college students? The working methodology will be cut, using a mixed design imbricated, under a positivist position; on the other hand, we will make use of the questionnaire of resilience for College Students (CRE-U) (Peralta, Ramirez, and Castaño, 2006). ©2017 IATED Academy
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