2020
DOI: 10.5565/rev/educar.1104
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Análisis del pensamiento creativo y niveles de activación del alumno tras una experiencia de gamificación

Abstract: Los docentes se enfrentan a retos que necesitan de constante actualización, formación e información, y las tecnologías de la información y la comunicación (TIC) son elementos clave en ese asunto. En los entornos académicos virtuales es muy importante el conocimiento y el buen manejo de las TIC para que los procesos de enseñanza-aprendizaje sean eficaces. Una de las metodologías emergentes actuales es el uso de la gamificación en educación, que fomenta la motivación de los estudiantes cuando se enfrentan a prob… Show more

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Cited by 17 publications
(13 citation statements)
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“…Their attitudes and practices regarding COVID-19 have a significant positive correlation. In addition, the creative thinking involved in gameful experience is considered to be one of the significant factors that affect learning performance [50]. Gamified learning materials have been proven to stimulate creative thinking in learners and improve their attitudes and soft skills for school subjects [51].…”
Section: Principal Findingsmentioning
confidence: 99%
“…Their attitudes and practices regarding COVID-19 have a significant positive correlation. In addition, the creative thinking involved in gameful experience is considered to be one of the significant factors that affect learning performance [50]. Gamified learning materials have been proven to stimulate creative thinking in learners and improve their attitudes and soft skills for school subjects [51].…”
Section: Principal Findingsmentioning
confidence: 99%
“…For young adults, given their ability to use new technologies, the introduction of serious games as an educational tool has certainly been a winning approach, as is the case of Plague Inc. , in which the majority of players were between 20 and 39 years old and had previous gaming experience. In comparison with older participants, during their gaming experience the younger ones showed not only higher levels of knowledge and attitudes but, most importantly, creative thinking and dominance, which are among the most significant factors influencing learning performance ( Parra-González et al, 2020 ; Peng and Bai, 2021 ).…”
Section: Discussionmentioning
confidence: 91%
“…Los autores de la literatura revisada coinciden señalando que la creatividad pasa por diversas fases las cuales tienen como objetivo, generar nuevas ideas, sintetizarlas y determinar la efectividad de ellas, las que se concretan resolviendo problemas (Bart et al, 2017;Mallart & Deulofeu, 2017;Parra et al, 2020;Yildiz & Guler, 2021). Los docentes no consideran las fases de la creatividad dentro del trabajo pedagógico, por ello es que los estudiantes tienen limitaciones en el desarrollo de estas habilidades.…”
Section: Discussionunclassified
“…La creatividad se operacionaliza como una combinación de fluidez, capacidad para crear muchas ideas; innovación, ideas nuevas; novedad, causan impacto e imaginación (Parra et al, 2020).…”
Section: Fluidez Originalidad Elaboración Flexibilidadunclassified