76 research outputs found

    Seducción social: hacia los fundamentos de un modelo pedagógico

    Get PDF
    Introduction: Social Seducement is a project intended to ease the re-entry of long-term unemployed people into society by involving them in the development of a social economy enterprise. This goal will be reached by giving them the opportunity to develop necessary skills via a serious game, in which they will learn the primary concepts, skills and attitudes for developing an enterprise successfully. This article was written in the year 2016 in the Universidad Internacional Methodology: This paper focuses on the process necessary to develop a pedagogical model for this game and on explaining the foundations to be observed, i.e., the instructional model, the way the approach is related to the European Qualifications Framework and the specific competencies that a social entrepreneur must develop. Results: As a result of this study, we obtained a didactical basis on which to support the process of game-based learning. Conclusions: Our immediate focus is the development of each phase of the addie (Analysis, Design, Development, Implementation, and Evaluation) model, developing external and internal material, placing content within the proper levels and testing the game in order to perform the piloting.Introducción: seducción social es un proyecto que busca facilitar la reinserción en la sociedad de individuos que llevan un tiempo prolongado desempleados mediante su involucramiento en el desarrollo de un emprendimiento de economía social. Este objetivo se puede alcanzar al brindarles la oportunidad de desarrollar las habilidades necesarias a través de un juego serio, en el que aprendan los conceptos primarios, habilidades y actitudes para desarrollar una empresa de forma exitosa. Este artículo fue escrito en el 2016 en la Universidad Internacional de la Rioja. Metodología: el trabajo se centra en el proceso necesario para desarrollar un modelo pedagógico para este juego y en explicar los fundamentos que se deben tener en cuenta, es decir, el modelo instruccional, la forma en que el enfoque se relaciona con el Marco Europeo de Cualificaciones y las competencias específicas que un emprendedor social debe desarrollar. Resultados: como resultado de este estudio, obtuvimos una base didáctica para apoyar el proceso de aprendizaje basado en juegos. Conclusiones: nuestro enfoque inmediato es el desarrollo de cada fase del modelo addie (análisis, diseño, desarrollo, implementación y evaluación), desarrollando material externo e interno, colocando contenidos dentro de los niveles adecuados y probando el juego para realizar el piloto

    Social Seducement: Empowering Social Economy Entrepreneurship. The Training Approach

    Get PDF
    Long-term unemployment is a persistent problem in Europe, following the economic crisis suffered in 2008. This situation reveals self-employment as a good option for becoming re-involved in the working life. In this context, this paper presents a gamified educational platform to empower social economy entrepreneurship skills in long-term unemployed people. In particular, we present the training approach underpinning the motivational process supported by gamification, which has been developed using the ADDIE model. The learning path is developed according to a story that guides the work throughout the training process. It is based on the premises of alignment with reality, instruction from didactic material and real-life stories, in-game practice, work in groups and assistance from a facilitator. This approach covers the competence needs identified in a previous study and includes gamification techniques to improve motivation and engagement. Therefore, the training program comprises: (1) a set of materials and real social economy enterprise experiences, which are the basis for learning and getting inspiration; (2) activities to develop a business plan based on concepts learned from the learning materials and from real-life stories, as well as the help of a facilitator who walks with trainees during the process; (3) a set of individual and group, mandatory and optional assessment activities to evaluate the learning achieved; and (4) a three-views scoring system that shows learning progress for individuals and groups, and gives players the opportunity to exchange gamification points for benefits in the game. The results presented in this paper are based on a sample of two pilots run in Italy and Spain and involving five facilitators working with around 60 learners. About 60% of participants indicated their intention to apply knowledge obtained in a real-life entrepreneurship initiative

    Social interaction and gamification with youth at risk of social exclusion: The technological approach of the Keystone project

    Get PDF
    This paper presents the Keystone project, which proposes a multidisciplinary approach to improve the opportunities of young people at risk of social exclusion. The focus of the paper is the technological approach built from the results of research using lifeworld analysis to identify the barriers and drivers to youth participation. This technological approach combines on the one hand, the KEY Tool, a simplified goal-oriented social network to share and interact with local and international peers; on the other hand, the KEY game, a false instant-messaging application based on a voodoo story, where the user has a key role. Several pilot groups worked under the programme implemented in the Keystone project, including working with those digital tools. Results show important benefits for participating young people in areas such as respect, digital literacy and multi-cultural abilities, and highlight several opportunities to take further advantage of these tools

    Social Seducement: an experience of gamified social entrepreneurship

    Get PDF
    Social Seducement is an Erasmus+ project intended to promote social economy entrepreneurship in long-term unemployed people. As result of the shared work of partners from different disciplines, the gamified e-learning platform called Social PlaNet has been developed on the basis of the selection of a good pedagogical approach, the challenges of managing disadvantages groups of people and the need of increasing motivation while maintaining the process liked to reality. Nowadays, a piloting is being run in five countries in the European Union from which we will obtain the final feedback

    The opengame competencies framework: an attempt to Map open education attitudes, knowledge and skills

    Get PDF
    Promoting Open Education Through Gamification - OpenGame, Funding entity European Union Call Erasmus + KA2 – Cooperation and Innovation for Good Practices. Strategic Partnerships for higher education - Reference 2019-1-ES01-KA203-0658152019-1-ES01-KA203-065815The paper introduces the competence framework produced by the OpenGame project, that includes the attitudes, knowledge and skills that educators need to master in order to work with Open Educational Practices (OEP). With this outcome, the OpenGame research team aims at closing the gap between the expanded interest of researchers and practitioners towards a holistic vision of open education and the absence of a sharedcompetence framework that can cover both the creation and/or use of Open Educational resources (OER) and the broader realm of OEP. Starting from literature review complemented with the analysis of 24 open teaching practices, 8 competences have been defined, related to both OER and open pedagogies. The competences relating to OER are: use open licences; search for OER; create, revise, and remix OER; and share OER. The competences relating to open pedagogy are: design open educational experiences; guide students to learn in the open; teach with OER; and implement open assessment. The framework details the knowledge and skills that correspond to each competence and can serve both as a starting point to build educators’ capacities to work with open approaches and as a reflexion tool to better understand what it means to be an Open Educator in the 21stcentury.info:eu-repo/semantics/publishedVersio

    Videojuegos educativos: Teorías y propuestas para el aprendizaje en grupo

    Get PDF
    This paper presents the usage of multiplayer video games introducing collaborative activities as an educational tool in line with the digital age we are currently living as well as the basis underpinning this proposal. Such applications, called vgscl (Video Games – Supported Collaborative Learning) are intended to obtain the benefits derived from the three milestones on which they are based: usage of video games as an appealing and motivating tool for a big school-age population, the implicit learning of concepts hidden in the game challenges and activities, besides the application of collaborative learning techniques that allow students to develop their social skills as they learn and get a more effective learning.En este artículo se presenta el uso de video juegos multijugador que manejan actividades colaborativas como un instrumento educativo acorde con la era digital que vivimos, así como las bases que soportan dicha iniciativa. Este tipo de aplicaciones que se denomina Video Games¿Supported Collaborative Learning (vgscl), pretende obtener las ventajas que se derivan de los tres pilares sobre los cuales se apoya la utilización de estas aplicaciones: el uso de videojuegos como elemento atractivo y motivador para un amplio porcentaje de la población en edad escolar, el aprendizaje implícito de conceptos ocultos en los retos y actividades del propio videojuego, y la aplicación de técnicas de aprendizaje colaborativo que permiten a los estudiantes desarrollar sus habilidades sociales mientras aprenden y obtienen un aprendizaje más efectivo

    Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators

    Get PDF
    Open Education (OE) opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under a dependable legal framework. Aiming to spread and foster the introduction of open policies in Higher Education (HE) institutions, the gamified interactive learning experience Catch the Open! was developed. Catch the Open! targets HE educators who wish to learn, or who wish to deepen their existing knowledge, about OE and Open Educational Practices (OEP). Within the gamified learning experience, the user becomes an educator, Alex, the game character, who receives a task from the Rector: to investigate how to best include OE and OEP in teaching and learning practice within the institution. Alex proceeds to explore and gather information in a web-based 2D virtual HE institution where students, colleagues, and guest researchers will help her to develop a comprehensive understanding of OE and the practical application of OEP. The educational content within Catch the Open! is underpinned by an OE competences framework for HE educators, developed in a previous phase of the Erasmus+ OpenGame project. In this paper, the design process to link pedagogical and technological approaches, which results in the Catch the Open! gamified web-based interactive application, is presented as well as the application itself. Moreover, two phases of piloting with 153 HE educators from six different HE institutions are presented. The obtained findings showed that the gamified environment helped in learning about OE. On the other hand, learners also suggested several improvement aspects of the gamified environment, such as the length of finishing a learning mission while playing

    Introduciendo una historia interactiva en una experiencia geolocalizada

    Get PDF
    Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. This paper has the objective of integrate the narrative with the interactivity and the geolocalization of these games. This integration requires a model that represents and structures the story and its joining between the rest of the elements of the game. In addition, this model should allow us to analyze the effectiveness of the story and how it helps to create a good user experience. In this paper, we propose a strong structuring of the narrative that includes geolocalization support. Through an example of the design of an interactive geolocalized story, we explain several characteristics of the model that make possible the creation of a good interactive narrative.Actualmente, los juegos pervasivos son uno de los tipos de experiencia de juego que causan el mayor impacto en los jugadores, pues rompen el entorno usual del juego en su dimensión espacial, temporal o social. Este documento tiene el objetivo de proponer, en esos juegos, una integración de la narrativa con la interactividad y la geolocalización. Esta integración requiere un modelo que represente y estructure la historia y su fusión con el resto de elementos del juego. Además, ese modelo debe permitir analizar la efectividad de la historia y cómo ésta ayuda a crear una buena experiencia de usuario. En este trabajo, proponemos una fuerte estructuración de la narrativa que incluye soporte a la geolocalización. A través de un ejemplo de diseño de una historia interactiva geolocalizada, se explican las diferentes características del modelo que hacen posible la creación de buena narrativa interactiva

    Introducing an interactive story in a geolocalized experience

    Get PDF
    Actualmente, los juegos pervasivos son uno de los tipos de experiencia de juego que causan el mayor impacto en los jugadores, pues rompen el entorno usual del juego en su dimensión espacial, temporal o social. Este documento tiene el objetivo de proponer, en esos juegos, una integración de la narrativa con la interactividad y la geolocalización. Esta integración requiere un modelo que represente y estructure la historia y su fusión con el resto de elementos del juego. Además, ese modelo debe permitir analizar la efectividad de la historia y cómo ésta ayuda a crear una buena experiencia de usuario. En este trabajo, proponemos una fuerte estructuración de la narrativa que incluye soporte a la geolocalización. A través de un ejemplo de diseño de una historia interactiva geolocalizada, se explican las diferentes características del modelo que hacen posible la creación de buena narrativa interactiva.Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. This paper has the objective of integrate the narrative with the interactivity and the geolocalization of these games. This integration requires a model that represents and structures the story and its joining between the rest of the elements of the game. In addition, this model should allow us to analyze the effectiveness of the story and how it helps to create a good user experience. In this paper, we propose a strong structuring of the narrative that includes geolocalization support. Through an example of the design of an interactive geolocalized story, we explain several characteristics of the model that make possible the creation of a good interactive narrative

    Propuesta en supply chain management y logística en la empresa cementos argos s.a.

    Get PDF
    El presente proyecto es sobre el diseño del Supply Chain Management y logística para la empresa Cementos Argos S.A., el cual pretende identificar el SCM “Supply Chain Management “como una nueva estrategia moderna que se implementa en las empresas con el fin de incrementar su productividad y competitividad en un mundo que cada día va más activo y competitivo. Este trabajo está accedido por 12 fases, en las cuales se logró realizar un trabajo investigativo con el fin de obtener un resultado positivo y así poder apoyar a mejorar e integrar las operaciones a nivel de flujos de material y flujos de información, que cubre todo el radio de proveedores, el centro de producción, los operadores logísticos, puntos de venta y clientes finales de la empresa Cementos Argos S.A, también dar a Conocer los conceptos, procesos y enfoques de la cadena de suministro. Prescribir los procesos de administración de una cadena de suministro. Reconocer los actores principales de una cadena de suministro y que este es empleado para describir el conjunto de procesos de producción y logística que tiene por objetivo la entrega de un producto a un cliente, lo que nos indica que la gestión de la cadena de suministro abarca desde la obtención de materia prima para la fabricación del producto, hasta la colocación del producto o servicio en el mercado.This project is about the design of Supply Chain Management and logistics for the company Cementos Argos SA, which aims to identify the SCM "Supply Chain Management" as a new modern strategy that is implemented in companies in order to increase their productivity and competitiveness in a world that is becoming more active and competitive every day. This work is accessed by 12 phases, in which it was possible to carry out an investigative work in order to obtain a positive result and thus be able to support the improvement and integration of operations at the level of material flows and information flows, which covers the entire radio of suppliers, the production center, logistics operators, points of sale and end customers of the company Cementos Argos SA, also to make known the concepts, processes and approaches of the supply chain. Prescribe the management processes of a supply chain. Recognize the main actors of a supply chain and that this is used to describe the set of production and logistics processes that aim to deliver a product to a customer, which indicates that supply chain management encompasses from obtaining raw materials to manufacture the product, to placing the product or service on the market
    corecore