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Autor/UrheberVargas-Macías, Zulma Liliana; Rodríguez-Hernández, Ariel Adolfo; Sánchez-Saenz, Claudia Liliana
InstitutionInstitución Universitaria Colombo Americana-ÚNICA
TitelDigital Games (Gamification) in Learning and Training: an Approach to Adaptation and Integration in the Classroom ; Juegos Digitales (Gamificación) en el Aprendizaje y la Formación: un Acercamiento a la Adaptación e Integración en el Aula.
QuelleIn: Auvinen, T., Hakulinen, L., & Malmi, L. (2015). Increasing students' awareness of their behavior in online learning environments with visualizations and achievement badges. IEEE Transactions on Learning Technologies, 8(3), 261-273. https://doi.org/10.1109/TLT.2015.2441718; Benito, M. (2014, April 27). Gamificación o cómo lograr que los empleados hagan un trabajo extra gratis [Gamification or how to get employees to do an extra job for free]. El Confidencial. Retrieved from http://www.elconfidencial.com/empresas/2014-04-27/gamificacion-o-como-lograr-que-los-empleados-hagan-un-trabajo-extra-gratis_121168/; Bonillaware. (2012, May 9). 7 plataformas de gamificación [7 gamification platforms]. Retrieved from http://www.bonillaware.com/7-plataformas-de-gamificacion.; Butler, S., & Ahmed, D. (2016). Gamification to engage and motivate students to achieve computer science learning goals. 2016 International Conference on Computational Science and Computational Intelligence (CSCI), 237-240. https://doi.org/10.1109/CSCI.2016.0053; Cadavid, J., & Gomez, L. F. (2015). Uso de un entorno virtual de aprendizaje ludificado como estrategia didactica en un curso de pre-calculo: estudio de caso en la Universidad Nacional de Colombia [Use of a gamified virtual learning environment as didactic strategy in a pre-calculus course: Case study in the National University of Colombia]. Revista Iberica de Sistemas e Tecnologias de Informação, (16), 1-17. https://doi.org/10.17013/risti.16.1-16; Contreras, R. S. (2016). Juegos digitales y gamificación aplicados en el ámbito de la educación [Digital games and gamification applied to education]. RIED - Revista Iberoamericana de Educación a Distancia, 19(2), 27-33. https://doi.org/10.5944/ried.19.2.16143; Contreras-Espinosa, R., Eguia-Gómez, J. L., & Solano-Albajes, L. (2016). Investigación-acción como metodología para el diseño de un serious game [Action research as a game design methodology for a serious game]. Revista Iberoamericana de Educación a Distancia, 19(2), 71-90. https://doi.org/10.5944/ried.19.2.15624; Corporación Colombia Digital. (2013). Call centers colombianos serán meritocráticos [Colombian call centers will be meritocratic]. Retrieved from http://colombiadigital.net/actualidad/noticias/item/5321-call-centers-colombianos-seran-meritocraticos.html; Curtis, M., Stephen T., & David, L. (2015). VICTour 1.1: Introducing virtual learning environments and gamification. 2015 International Conference on Developments of E-Systems Engineering (DeSE). https://doi.org/10.1109/DeSE.2015.66; De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91. https://doi.org/10.1016/j.compedu.2014.01.012; De-Marcos, L., García-López, E., & García-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99-113. https://doi.org/10.1016/j.compedu.2015.12.008; De-Marcos, L., García-López, E., García-Cabot, A., Medina-Merodio, J. A., Domínguez, A., Martínez-Herráiz, J. J., & Diez-Folledo, T. (2016). Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance. Computers in Human Behavior, 60, 312-321. https://doi.org/10.1016/j.chb.2016.02.052; Evaristo, I, Vega, M., Navarro, R., & Nakano, T. (2016). Uso de un videojuego educativo como herramienta para aprender historia del Perú [The use of a video game as an educational tool to learn the history of Peru]. RIED - Revista Iberoamericana de Educación a Distancia, 19(2), 35-52. https://doi.org/10.5944/ried.19.2.15569; Fazamin, A., Haji Ali, N., Saman, Y., Yusoff, M., & Yacob, A. (2015). Influence of gamification on students' motivation in using e-learning applications based on the motivational design model. International Journal of Emerging Technologies in Learning, 2015, 10(2), 30-34. https://doi.org/10.3991/ijet.v10i2.4355; Ferrández, M. (2013). El "jidoka" y la gamificación al servicio del control de gestión [The "jidoka" and gamification to support management control]. Estrategia Financiera, (306), 58-63.; Galbis-Córdova, A., Martí-Parreño, J., & Curras-Perez, R. (2017). Higher education students' attitude towards the use of gamification for competencies development. Journal of e-Learning and Knowledge Society, 13(1), 129-146. Retrieved from https://bit.ly/2S9BFHY; García, A. L. (2016). El juego y otros principios pedagógicos. Supervivencia en la educación a distancia y virtual [Games and other pedagogical principles: Its continued existence in distance and virtual education]. RIED - Revista Iberoamericana de Educación a Distancia, 19(2), 9-23. https://doi.org/10.5944/ried.19.2.16175; Gómez, M. C., Calvo-Manzano, J. A., Gasca-Hurtado, G., & San Feliu, T. (2014). Design of a pedagogic instrument for teaching software process improvement: Teaching instrument for university and business environments. 2014 9th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 1-7. https://doi.org/10.1109/CISTI.2014.6876873; Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141. https://doi.org/10.1016/j.ijinfomgt.2017.01.006; Hamari, J., Koivisto, J. A., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. 47th Hawaii International Conference on System Sciences (HICSS), 3025-3034. https://doi.org/10.1109/HICSS.2014.377; Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019; Liang, S., Schuckertb, M., Lawb, R., & Chen, C. (2017). Be a "Superhost": The importance of badge systems for peer-to-peer rental accommodations. Tourism Management, 60, 454-465. https://doi.org/10.1016/j.tourman.2017.01.007; Mageswaran, S., Zaleha, A., & Hasnah, M. (2016). The affiliation between student achievement and elements of gamification in learning science. 4th International Conference on Information and Communication Technology (ICoICT). https://doi.org/10.1109/ICoICT.2016.7571962; Malas, R., & Hamtini, T. (2016). A gamified e-learning design model to promote and improve learning. International Review on Computers and Software (IRECOS), 11(1), 8-19. https://doi.org/10.15866/irecos.v11i1.7913; Malegiannaki, I. & Daradoumis, Τ. (2017). Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review. Computers & Education, 108, 1-10. https://doi.org/10.1016/j.compedu.2017.01.007; Mattar, J. & Nesteriuk, S. (2016). Estratégias do design de games que podem ser incorporadas à educação a distancia [Game design strategies that can be adopted in distance education]. Revista Iberoamericana de Educación a Distancia, 19(2), 91-106. https://doi.org/10.5944/ried.19.2.15680; Molina, J. C. (2013). A jugar con los clientes: gamificación y marketing. MK: Marketing + ventas, (286), 8-15.; Moreira, M. & González, C. S. (2015). De la enseñanza con libros de texto al aprendizaje en espacios online gamificados [From teaching with textbooks to learning on online gamified spaces]. Educatio Siglo XXI, 33(3), 15-38. https://doi.org/10.6018/j/240791; Olsson, M., Mozelius, P., & Collin, J. (2015). Visualisation and gamification of e-learning and programming education. Electronic Journal of e-Learning, 13(6), 441-454. Retrieved from http://www.ejel.org/issue/download.html?idArticle=477; Petrucco, C., & Agostini, D. (2016). Teaching cultural heritage using mobile augmented reality. Journal of e-Learning and Knowledge Society, 12(3), 115-128. Retrieved from https://www.learntechlib.org/p/173477/; Rojas, D., Cowan, B., Kapralos, B., & Dubrowski, A. (2014). Gamification and health professions education. 2014 IEEE Games Media Entertainment, 1-2. https://doi.org/10.1109/GEM.2014.7048114; Roosta, F., Taghiyareh, F., & Mosharraf, M. (2016). Personalization of gamification-elements in an e-learning environment based on learners' motivation. 2016 8th International Symposium on Telecommunications (IST), 637-642. https://doi.org/10.1109/ISTEL.2016.7881899; Rughiniş, R. (2013). Gamification for productive interaction: Reading and working with the gamification debate in education. Paper presented at the 8th Iberian Conference on Information Systems and Technologies (CISTI), Lisboa, Portugal. Retrieved from https://ieeexplore.ieee.org/document/6615731; Seaone, I. (2016). Herramientas para empezar a gamificar [Tools to start to gamify]. Retrieved from http://entreparentesis.org/herramientas-empezar-gamificar/; Sousa‐Vieira, M. E., López‐Ardao, J. C., Fernández‐Veiga, M., Rodríguez‐Pérez, M., & Herrería‐Alonso, S. (2016). An open‐source platform for using gamification and social learning methodologies in engineering education: Design and experience. Computer Applications in Engineering Education, 24(5), 813-826. https://doi.org/10.1002/cae.21746; Toda, A., Do Carmo, R., Silva, A., & Brancher J. (2014). Project SIGMA - An online tool to aid students in math lessons with gamification concepts. 33rd International Conference of the Chilean Computer Science Society (SCCC). https://doi.org/10.1109/SCCC.2014.35; Viera-Rodríguez, K., Pardo, J., Ben-Abdellah, L., Martín, S., Ávila-Detomás, J. (2015). Gamificación: papel del juego en las aplicaciones digitales en salud [Gamification: the role of gaming in digital health applications]. FMC - Formación Médica Continuada en Atención Primaria, 22(7), 369-374. https://doi.org/10.1016/j.fmc.2015.05.002; Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244-256. https://doi.org/10.1016/j.tourman.2016.11.020; doi:10.26817/16925777.765; GIST – Education and Learning Research Journal; Vol. 20 (2020): GiST Education and Learning Research Journal; 171-188 ; v. 20 (2020): GiST Education and Learning Research Journal; 2248-8391 ; 1692-5777(2020)
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Spracheenglisch
Dokumenttyponline; Zeitschriftenaufsatz
DOI10.26817/16925777.765
Schlagwörterlearning and technology; education and ICT; e-learning; gamification; adaptation; integration; classroom; business environments; aprendizaje y tecnología; educación y TIC; aprendizaje virtual; gamificación; adaptación; integración; aula; ambientes de negocios
AbstractThis article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods, techniques, tools and platforms of gamification. The results make an analysis of the articles reviewed, and describe and describe the technologies and methodologies of gamification and the most relevant results with which gamification has been implemented in educational and business environments. This project is developed in the research groups TelemaTICs and TICA, and funded by DIN-UPTC ; Este artículo es el resultado del proyecto SGI 2174. Su objetivo es identificar cómo se han implementado los elementos, las técnicas y el juego de mecánica (gamificación), como una estrategia de aprendizaje mediada por las TIC para el aprendizaje en la educación y la formación. Se realizo una revisión literaria sistémica de trabajos sobre el tema para contextualizar e identificar métodos, técnicas, herramientas y plataformas de gamificación. Los resultados hacen un análisis de los artículos revisados y describen las tecnologías y metodogias de gamificación y los resultados de mayor relevancia con la que se ha implementado la gamificación en entornos educativos y empresariales. Este proyecto se desarrolla en los grupos de investigación TelemaTICs y TICA, y está financiado por DIN-UPTC.
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