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- Engaging MOOC through gamification: Systematic mapping review(2019-09-29) Rincón-Flores, Elvira Guadalupe; Ramírez Montoya, María Soledad; Mena, Juanjo; Instituto Tecnológico y de Estudios Superiores de MonterreyWhile gamification has a strong position in business and marketing, it is just emerging in the education field. This is especially true in the environment of Massive Open Online Courses (MOOC). This paper describes the trend of gamification for education in MOOC within literature. For this purpose, a systematic mapping was conducted with thirty research studies about gamification in MOOC performed between 2013 and 2019. The mapping established three dimensions: discipline, research, and technology. Results show that gamification in MOOC progresses according to the resources offered by the technological platform. Even though results about learning and motivation are encouraging, there are still opportunities for producing scientific publications.
- Teachers’ self perception on Digital Competence and OER use as determined by a xMOOC training course.(2017) Mena, Juanjo; Ramírez Montoya, María S.; Rodríguez Arroyo, José A.; Tecnológico de Monterrey; Universidad de SalamancaTeachers’ digital competence is becoming a crucial element for the construction of useful pedagogical knowledge for practice and, consequently, improvement of students’ learning. Digital competence (DC) is defined as the set of contents, skills and attitudes that are required when using Information and Communication Technologies (ICT) (Calvani, Cartelli, Fini & Ranieri, 2008). DC is a complex construct that comprises several dimensions. Ferrari (2013) proposes five areas that enclose 21 different skills therein: Information (ability to retrieve and analyze digital information).