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Gamification in higher education: a systematic review;
O gamification no ensino superior: uma revisão sistemática

dc.contributor.authorLozada-Ávila, Carolina
dc.contributor.authorBetancur Gómez, Simón
dc.date.accessioned2018-04-13T21:18:17Z
dc.date.available2018-04-13T21:18:17Z
dc.date.created2017-12-31
dc.identifier.issn1692-3324
dc.identifier.urihttp://hdl.handle.net/11407/4677
dc.description.abstractLa gamificación se presenta como alternativa a las estrategias tradicionales del aula, y cada vez es más utilizada en la educación superior (ES). El objetivo de la revisión es conocer cómo en estas áreas de conocimiento, la gamificación ha generado mayor interés en términos de producción bibliográfica y uso: administración y economía, arte y humanidades, ciencias de la salud, ciencias naturales y exactas, ciencias sociales y jurídicas, e ingeniería y arquitectura. Se identificó la participación según los resultados en nueve bases de datos académicas. El área con mayor porcentaje, mediante la escala definida en la metodología, es ingeniería y arquitectura (3,15) mientras que ciencias de la salud obtuvo (0,49). Se evidencia que la gamificación es un área explorada en la ES y que son diferentes las experiencias que ha generado su aplicación. Se recomienda establecer lineamientos para su uso, y estudios de mayor alcance para conocer sus verdaderos efectos en el aprendizaje.spa
dc.description.abstractGamification is shown as an alternative for traditional classroom strategies and is increasingly used in higher education. The purpose of the revision is to know the way gamification has brought more interest in the following fields of knowledge in terms of bibliographic production and use: management and economics, arts and humanities, health sciences, natural and exact sciences, social and juridical sciences, engineering, and architecture. Participation was identified according to results in nine academic databases. The field with the highest percentage, based on the scale defined in the methodology, is Engineering and Architecture (3.15), while health sciences obtained 0.49. It is clearly seen that gamification is a field explored in higher education and experiences which have generated its application are different. Setting usage guidelines is recommended, including studies of a bigger scope in order to know its real effects on the learning process.spa
dc.description.abstractO gamification apresenta-se como alternativa para as estratégias tradicionais da sala de aula e é cada vez mais utilizado no Ensino Superior (ES). O objetivo desta revisão é conhecer como, nestas áreas de conhecimento, o gamification gera maior interesse em termos de produção bibliográfica e uso: administração e economia, arte e humanas, ciências da saúde, ciências naturais e exatas, ciências sociais e jurídicas, engenharia e arquitetura. Identificou-se a participação segundo os resultados em nove bases de dados acadêmicas. A área com maior porcentagem, mediante a escala definida na metodologia, é engenharia e arquitetura (3,15), enquanto ciências da saúde obteve 0,49. Evidencia-se que o gamification é uma área explorada no ES e que são diferentes as experiências que sua aplicação gera. Recomenda-se estabelecer lineamentos para seu uso e estudos de maior alcance para conhecer seus verdadeiros efeitos na aprendizagem.spa
dc.format.extentp. 97-124spa
dc.format.mediumElectrónicospa
dc.format.mimetypeapplication/pdf
dc.language.isospa
dc.publisherUniversidad de Medellínspa
dc.relation.urihttp://revistas.udem.edu.co/index.php/ingenierias/article/view/1457
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/*
dc.sourceRevista Ingenierías Vol. 16, Núm. 31 (2017): Julio-Diciembre; 97-124spa
dc.subjectárea de conocimientospa
dc.subjecteducación superiorspa
dc.subjectgamificaciónspa
dc.subjectjuego educativospa
dc.subjectfield of knowledgespa
dc.subjecthigher educationspa
dc.subjectgamificationspa
dc.subjecteducational gamespa
dc.subjectárea de conhecimentospa
dc.subjectensino superiorspa
dc.subjectgamificationspa
dc.subjectjogo educativospa
dc.titleLa gamificación en la educación superior: una revisión sistemáticaspa
dc.titleGamification in higher education: a systematic reviewspa
dc.titleO gamification no ensino superior: uma revisão sistemáticaspa
dc.typeArticleeng
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.identifier.doihttps://doi.org/10.22395/rium.v16n31a5
dc.relation.citationvolume16
dc.relation.citationissue31
dc.relation.citationstartpage97
dc.relation.citationendpage124
dc.audienceComunidad Universidad de Medellínspa
dc.publisher.facultyFacultad de Ingenieríasspa
dc.coverageLat: 06 15 00 N  degrees minutes  Lat: 6.2500  decimal degreesLong: 075 36 00 W  degrees minutes  Long: -75.6000  decimal degreesspa
dc.publisher.placeMedellínspa
dc.creator.affiliationLozada-Ávila, Carolina; Universidad Cooperativa de Colombiaspa
dc.creator.affiliationBetancur Gómez, Simón; Corporación Centro de Ciencia y Tecnología de Antioquiaspa
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dc.rights.creativecommonsAttribution-NonCommercial-ShareAlike 4.0 International*
dc.identifier.eissn2248-4094
dc.type.coarhttp://purl.org/coar/resource_type/c_6501
dc.type.versioninfo:eu-repo/semantics/publishedVersion
dc.type.localArtículo científicospa
dc.type.driverinfo:eu-repo/semantics/article
dc.identifier.reponamereponame:Repositorio Institucional Universidad de Medellínspa
dc.identifier.repourlrepourl:https://repository.udem.edu.co/
dc.identifier.instnameinstname:Universidad de Medellínspa
dc.relation.ispartofjournalRevista Ingenierías Universidad de Medellínspa


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