3 research outputs found
Gamificaci贸n y aprendizaje colaborativo en l铆nea: un an谩lisis de estrategias en una universidad mexicana
Aunque la educaci贸n a distancia ha demostrado
sus beneficios en el proceso de ense帽anza, una de sus
principales carencias es la falta de estrategias propias; sin
embargo, la gamificaci贸n se considera como una herramienta
efectiva para trabajar en esta modalidad. Por ello,
se realiz贸 una investigaci贸n de enfoque cuantitativo, de
alcance exploratorio del tipo preexperimental en una
universidad mexicana con los siguientes objetivos: identificar
el nivel de incidencia que tienen las estrategias de
gamificaci贸n en el aprendizaje colaborativo en un curso
a distancia desde la perspectiva del estudiantado universitario;
y comprobar si existen diferencias significativas
entre las diferentes estrategias de gamificaci贸n en el
aprendizaje colaborativo del estudiantado universitario.
Se utiliz贸 un curso a distancia donde se emplearon
tres estrategias de gamificaci贸n (Tr铆ada PET, Digital
StoryTelling y Escape Room); el alumnado contest贸 el
instrumento COLLES al finalizar cada una de estas para
contrastar las respuestas obtenidas, por lo que se compararon
las medias, desviaciones est谩ndar y la ANOVA
de un factor para muestras repetidas. Los resultados
indicaron que las tres estrategias incidieron en el
aprendizaje colaborativo, aunque existieron diferencias
significativas en sus escalas. Se concluye que las caracter铆sticas
de cada estrategia son determinantes para lograr
el aprendizaje colaborativo en l铆nea. Se recomienda
seleccionar y articular las estrategias de gamificaci贸n en
el dise帽o de un curso a distancia y realizar mediciones
constantes para identificar y mantener los niveles de
aprendizaje colaborativo.//Despite distance education has proved its benefits
in the teaching process, one of its main shortcomings
is the lack of its own strategies, however, gamification
is considered as an effective tool to work with on
this modality. Based on the above, a pre-experimental,
exploratory, quantitative research study was carried
out in a Mexican university following the next objectives:
identifying the level of incidence that gamification
strategies have regarding collaborative learning in a
distance course from the perspective of university
students; as well as checking if there are significant differences
between the different gamification strategies
in collaborative learning of university students. A distance
course was used, for this purpose where three
gamification strategies were performed (PBL, Digital
StoryTelling and Escape Room); students answered
then the COLLES instrument at the end of each of
these strategies to find contrast to the responses
obtained. Thus, the means, standard deviations and
ANOVA of one factor for repeated samples were
compared. The results indicated that all three strategies
had a positive impact on collaborative learning,
however, there are significant differences in their scales.
It is concluded that the characteristics of each strategy
are key in achieving online collaborative learning. It is
recommended to select and articulate gamification
strategies when designing a distance course considering
constant measurements to identify and maintain
the levels of collaborative learning
Model-Driven Development of Gamified Applications
Gamification is defined as the injection of game elements in applications with non-gaming purposes. This technique has shown outstanding results in promoting the engagement and activity on communities of users, in both business and non-for-profits fields. Often, gamification features are added late in the application life-cycle and must be weaved into the existing functions. In this paper, we present a model-driven approach to the design of gamified applications, which accelerates the introduction of gamification elements in pre-existing or new applications. The approach relies on a data model of gamification features and on design patterns for the front-end, which encode the essential elements of gamification in a platform-independent way