SciELO - Scientific Electronic Library Online

 
vol.19 número80Retos de ingeniería: enfoque educativo STEM+A en la revolución industrial 4.0Estrategias de gamificación para construir una cultura de investigación en contextos universitarios índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados

Revista

Articulo

Indicadores

Links relacionados

  • No hay artículos similaresSimilares en SciELO

Compartir


Innovación educativa (México, DF)

versión impresa ISSN 1665-2673

Resumen

GONZALEZ-MORENO, Sonia Esther; CORTES-MONTALVO, Jorge Abelardo  y  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.

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

        · resumen en Español     · texto en Español     · Español ( pdf )