SciELO - Scientific Electronic Library Online

 
vol.19 issue80Engineering challenges: a STEM+A educational approach in the 4.0 industrial revolutionGamification strategies to create a research culture in university contexts author indexsubject indexsearch form
Home Pagealphabetic serial listing  

Services on Demand

Journal

Article

Indicators

Related links

  • Have no similar articlesSimilars in SciELO

Share


Innovación educativa (México, DF)

Print version ISSN 1665-2673

Abstract

GONZALEZ-MORENO, Sonia Esther; CORTES-MONTALVO, Jorge Abelardo  and  LUGO-RODRIGUEZ, Nohemí. Perceptions of university professors of the use of gamified technological platforms. Experiences in a training workshop. Innov. educ. (Méx. DF) [online]. 2019, vol.19, n.80, pp.33-55. ISSN 1665-2673.

In the educational context, gamification coordinates different ludic components to stimulate or produce learning experiences. Consequently, it is considered a tool capable of satisfying certain latent needs of the educational system, since it allows for the development of digital competencies and the solution of current educational and professional demands. This article explores the knowledge and perceptions held by university professors, who are not experts in gamification, on the topic. Specifically we analyze if the ludic, interactive and pedagogic conception-available in the gamified technological platform, Apprentice, facilitates the mediation and use of gamification in the educational practice. The analysis was carried out with twelve people, during a training workshop held at the Tecnológico de Monterrey (TEC), in Queretaro. The paper presents a qualitative analysis of the experiences, as well as the reflection given by the participative observation of the researchers.

Keywords : B-learning; digital education; educational innovation; professor competencies; virtual learning environments.

        · abstract in Spanish     · text in Spanish