Gamification and game-based learning (GBL) has been widely implemented in educational processes, mainly in elementary education; it has been applied less frequently in university education. The objective was to test the effect of game-mediated teaching strategies on mathematics teaching in first-year engineering students. A quantitative study was done within the framework of a design-based research. Eighty-one (81) students participated in the research, all from the Dif-ferential Calculus course. Twelve (12) didactic units were designed. The instru-ment used was the Synthesized Instructional Materials Motivation Survey (SIMMS), adapted to record the categories of Attention, Relevance, Confidence and Satisfaction (Keller's motivational model). A significant contribution of the pedagogical strategy and the different categories of motivation was verified, whereas the significance between collaboration and motivation was also evident (intervention 2). Finally, the strategy can provide preliminary evidences in reduc-ing dropout. In conclusion, game-based learning can be used to strengthen educa-tional processes in engineering.
RESUMENSe entiende por Investigación Basada en Diseño un tipo de investigación orientado hacia la innovación educativa cuya característica fundamental consiste en la introducción de un elemento nuevo para transformar una situación. Este tipo de investigación trata de responder a problemas detectados en la realidad educativa recurriendo a teorías científicas o modelos disponibles de cara a proponer posibles soluciones a dichos problemas. A este fin, se diseñan programas, paquetes didácticos, materiales, estrategias didácticas, etc.., que se someten a pruebas y validación, y, una vez mejorados, se difunden a la realidad escolar. El proceso de investigación presenta, generalmente, dos etapas: investigar hasta crear un nuevo producto y sus sucesivas mejoras, y por otro lado aportar conocimiento en forma de principios que contribuyen a nuevos procesos de diseño. Entendiendo producto no sólo objetos materiales (libros de texto, programas de vídeo, aplicaciones de ordenador, juegos de simulación,), sino también procesos y procedimientos (métodos de enseñanza, planes de organización escolar, estrategias didácticas, distintos programas...). PALABRAS CLAVEMetodología de investigación; investigación basada en diseño; tecnología educativa. ABSTRACTThe Design-Based Research is understood as a kind of educational innovation oriented research whose fundamental feature is the introduction of a new element to transform a situation. This type of research seeks to address problems identified in the educational reality using scientific theories or models available face to propose possible solutions to these problems. For this purpose, programs, training packages, materials, teaching strategies, etc., are designed, tested and validated, and once improved, spread to the school reality. The research process has generally two ap: research to create a new product and its successive improvements, and on the other hand provide knowledge in the form of principles that contribute to new design processes. Understanding product not only material objects (textbooks, video programs, computer applications, simulation games, ...) but also processes and procedures (teaching methods, school organization plans, teaching strategies, different programs…). KEYWORDSResearch methodology; design-based research; educational technology.La investigación basada en diseño en Tecnología Educativa ~ 45 ~
ResumenEn este artículo realizamos una revisión en profundidad de la literatura de diferentes análisis y meta-análisis producidos en los últimos años para definir el concepto de e-learning y su incidencia en el ámbito universitario. A partir de los modelos, las herramientas y las estrategias que pueden aplicarse en la Educación Superior desde la perspectiva del profesorado, del alumnado o de la planificación del proceso de enseñanza-aprendizaje, ofrecemos una serie de recomendaciones orientadas a la planificación pedagógica y la integración de diferentes modalidades de formación (e-learning, b-learning y presencial), teniendo en cuenta la necesidad de orientar los procesos de formación a partir de la necesidad de flexibilidad y cambio continuo. Abordamos el b-learning desde una perspectiva general orientada a la planificación de su uso en la Educación Superior como una estrategia de cambio de carácter organizativo.Palabras clave: blended-learning; e-learning; educación presencial; aula; universidad. AbstractIn this paper we present a thorough literature review of different analyses and metaanalyses recently made to define the concept of e-learning and its impact on university. We consider the models, tools and strategies that can be implemented in Higher Education from the perspective of teachers, students or the teaching and learning planning process, and offer recommendations oriented to pedagogical planning and the integration of different training modalities (e-learning, b-learning and face-to-face), taking into account the need to guide training processes based on flexibility and continuous change. We approach b-learning from a general perspective oriented to plan its implementation in Higher Education as a strategy of change with an organizational character.
From an educational perspective, student agency is a construct that refers to external and internal factors involved in taking responsibility for learning and the possibility of making choices in learning. Although there are studies that back the idea of using educational technologies to support the development of student agency in higher education, there is still a lack of frameworks that relate student agency with technology-enhanced learning. In this study we present a systematic literature review addressing this gap, with emphasis on educational sciences. The results from the mapping of 29 studies show a focus on the micro level of learning design and clear relationships with other concepts, such as ownership of learning or self-regulated learning. The analysis of the results enabled us to develop an own model approach connecting student agency and technology-enhanced learning. Future work will involve iterative phases of revision and validation of the developed model through empirical studies.
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