La gamificación en la educación superior: una revisión sistemática
Gamification in higher education: a systematic review;
O gamification no ensino superior: uma revisão sistemática
dc.contributor.author | Lozada-Ávila, Carolina | |
dc.contributor.author | Betancur Gómez, Simón | |
dc.date.accessioned | 2018-04-13T21:18:17Z | |
dc.date.available | 2018-04-13T21:18:17Z | |
dc.date.created | 2017-12-31 | |
dc.identifier.issn | 1692-3324 | |
dc.identifier.uri | http://hdl.handle.net/11407/4677 | |
dc.description.abstract | La 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.abstract | Gamification 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.abstract | O 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.extent | p. 97-124 | spa |
dc.format.medium | Electrónico | spa |
dc.format.mimetype | application/pdf | |
dc.language.iso | spa | |
dc.publisher | Universidad de Medellín | spa |
dc.relation.uri | http://revistas.udem.edu.co/index.php/ingenierias/article/view/1457 | |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-sa/4.0/ | * |
dc.source | Revista Ingenierías Vol. 16, Núm. 31 (2017): Julio-Diciembre; 97-124 | spa |
dc.subject | área de conocimiento | spa |
dc.subject | educación superior | spa |
dc.subject | gamificación | spa |
dc.subject | juego educativo | spa |
dc.subject | field of knowledge | spa |
dc.subject | higher education | spa |
dc.subject | gamification | spa |
dc.subject | educational game | spa |
dc.subject | área de conhecimento | spa |
dc.subject | ensino superior | spa |
dc.subject | gamification | spa |
dc.subject | jogo educativo | spa |
dc.title | La gamificación en la educación superior: una revisión sistemática | spa |
dc.title | Gamification in higher education: a systematic review | spa |
dc.title | O gamification no ensino superior: uma revisão sistemática | spa |
dc.type | Article | eng |
dc.rights.accessrights | info:eu-repo/semantics/openAccess | |
dc.identifier.doi | https://doi.org/10.22395/rium.v16n31a5 | |
dc.relation.citationvolume | 16 | |
dc.relation.citationissue | 31 | |
dc.relation.citationstartpage | 97 | |
dc.relation.citationendpage | 124 | |
dc.audience | Comunidad Universidad de Medellín | spa |
dc.publisher.faculty | Facultad de Ingenierías | spa |
dc.coverage | Lat: 06 15 00 N degrees minutes Lat: 6.2500 decimal degreesLong: 075 36 00 W degrees minutes Long: -75.6000 decimal degrees | spa |
dc.publisher.place | Medellín | spa |
dc.creator.affiliation | Lozada-Ávila, Carolina; Universidad Cooperativa de Colombia | spa |
dc.creator.affiliation | Betancur Gómez, Simón; Corporación Centro de Ciencia y Tecnología de Antioquia | spa |
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dc.rights.creativecommons | Attribution-NonCommercial-ShareAlike 4.0 International | * |
dc.identifier.eissn | 2248-4094 | |
dc.type.coar | http://purl.org/coar/resource_type/c_6501 | |
dc.type.version | info:eu-repo/semantics/publishedVersion | |
dc.type.local | Artículo científico | spa |
dc.type.driver | info:eu-repo/semantics/article | |
dc.identifier.reponame | reponame:Repositorio Institucional Universidad de Medellín | spa |
dc.identifier.repourl | repourl:https://repository.udem.edu.co/ | |
dc.identifier.instname | instname:Universidad de Medellín | spa |
dc.relation.ispartofjournal | Revista Ingenierías Universidad de Medellín | spa |