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RIDE. Revista Iberoamericana para la Investigación y el Desarrollo Educativo
versión On-line ISSN 2007-7467
Resumen
VERA-SAGREDO, Angélica; CONSTENLA-NUNEZ, Jaime y JARA-COATT, Pilar. Entrepreneurship, innovation and gamification in Secondary Technical Professional Education (EMTP). RIDE. Rev. Iberoam. Investig. Desarro. Educ [online]. 2023, vol.14, n.27, e026. Epub 27-Oct-2023. ISSN 2007-7467. https://doi.org/10.23913/ride.v14i27.1598.
In recent years, Chile has seen an increase in Technical Professional Secondary Education. However, this increase has not necessarily meant improvements in student learning. The importance of promoting this type of education lies in the need to support the competitiveness and employability of people to promote the social mobility of those who do not continue university degrees. In this context, developing innovation and entrepreneurship skills through active methodologies such as gamification could strengthen student learning. The objective of this research was to determine the perception of students about Innovation, Entrepreneurship and Gamification in High School Technical Professional Education (EMTP). The study corresponds to a non-experimental, cross-sectional design with a quantitative approach of descriptive-correlational scope. A total of 724 students from six establishments in the Biobío region, Chile, participated in the research. For data collection, a Likert scale survey of Perception of Entrepreneurship, Innovation and Gamification in Education (AEIGE) Student version was used. In order to meet the objectives of the study, mean differences were examined using the Student's t test and ANOVA and the possible relationships through the Pearson coefficient statistical test. The main results show that students give positive assessments to aspects related to the use of games in the teaching-learning process and some characteristics of innovative teachers, such as humor and empathy. In addition, it is evident that the students have an inactive role in the development of the classes. It is concluded that women would give greater relevance to entrepreneurship skills and the use of games as a teaching-learning strategy and that there would be a significant relationship between innovation and entrepreneurship and between entrepreneurship and gamification.
Palabras llave : Entrepreneurship; Innovation; Gamification; Professional Technical Secondary Education; Learnings.