Traditional education tends to be monotonous or boring if the subject is not understandable or interesting to students. Therefore, teachers need to draw upon methods that capture their pupils’ attention and engage them in the teaching process. Game Based Learning is part of the Information and Communication Technologies, but has not been widely used because of the lack of know-how from the academic community. However, over the years, this teaching method has become widely used in higher education. This work gathered information from various sources and created a bibliographic review with a case study, so readers could understand what Game Based Learning is and how this technology can be applied in the creation of a serious game to help teaching a programming course to people without a computer background
Companies use several types of indicators to measure their financial performance in relation to costs, production and sales but many do not pay due attention to one of the most important assets they have: the brand. The brand is the figure, whether iconic or font, which belongs to the intangible assets of companies whose principal objective is to make the customer associate a service or product to its manufacturer. In the Ecuadorian market, companies have brands but none of them have real monetary value. This study assessed the value of two brands but not from the subjective or emotional point of view that consumers may give to them but from the monetary value. To achieve this, two brands were considered: one was a traditional coffee shop in the city of Guayaquil operating for over 100 years and it was contrasted with the market leader. Sale records generated over three years for each of the companies were used and the Interbrand valuation method was applied to obtain the brand values showing that the brand belonging to the market leader is worth 11milliondollarsmorethantheoneofthetraditionalcoffeeshop.Lascompan~ıˊasusanvariostiposdeindicadoresparamedirsudesempen~ofinancieroconrelacioˊnacostos,produccioˊnyventas.Sinembargo,muchasnoprestanladebidaatencioˊnaunodelosbienesmaˊsimportantesqueposeen:lamarca.Lamarcaesaquellafigura,yaseaicoˊnicaotipograˊfica,quepertenecealosactivosintangiblesdelasempresas.Suprincipalobjetivoeshacerqueelclienteoconsumidorasocieunserviciooproductoconsufabricante.Enelmercadoecuatorianolascompan~ıˊascuentanconmarcasperoningunatieneunvalormonetarioreal.Elestudiodeterminoˊelvalordedosmarcas,peronodesdeelpuntodevistasubjetivooemocionalquelosconsumidorespuedanllegaradarlesinodesdeelvalormonetario.Esdecir,ponerleunprecio.ParalograrlosetomoˊunacafeterıˊatradicionaldelaciudaddeGuayaquilqueoperadesdehacemaˊsde100an~osysecontrastoˊconlalıˊderdelmercado.Seutilizaronlasventasgeneradasentresan~osyseaplicoˊelmeˊtododevaloracioˊndemarcasInterbrand.Conelloseobtuvieronvaloresquedemuestranqueellıˊderdemercadotieneunvalordemarcademaˊsde11 millones de dólares sobre la cafetería tradicional