Artículo

Permanent URI for this collectionhttps://hdl.handle.net/11285/345284

Artículo científico o editorial en una publicación periódica académica sujeto a revisión de pares. Cumple con los índices internacionales o bases de datos de amplia cobertura, como el listado del Current Contents, ISI WEB of Knowledge (http://isiknowledge.com/) e índice de revistas mexicanas de CONACYT (www.conacyt.mx/dac/revistas). Éstos indizan y resumen los artículos de revistas seleccionadas, en todas las áreas del saber.

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  • Artículo
    Docentes universitarios frente al confinamiento académico: un análisis exploratorio
    (2022-05-30) Rocha Estrada, Francisco Javier; Rincón Flores, Elvira Guadalupe; Instituto Tecnológico y de Estudios Superiores de Monterrey
    Este estudio utiliza una metodología cualitativa con un enfoque exploratorio para conocer las implicaciones de la vida en confinamiento para un grupo de docentes universitarios. Los datos se recopilaron mediante diez entrevistas semiestructuradas por videoconferencia realizadas a docentes jóvenes que trabajan en instituciones públicas y privadas del estado de Nuevo León en México, la muestra incluyó cinco mujeres y cinco hombres. Los datos sugirieron tres dimensiones principales que describieron las experiencias de los profesores: las implicaciones profesionales, las implicaciones personales y la pasión por la docencia. Entre estas, surgieron siete categorías: la nueva modalidad, los problemas, los cambios, la flexibilidad, la Covid-19, las consecuencias, las oportunidades y la labor docente. El estudio identifica que aun cuando los principales cambios por el confinamiento se realizaron en el área profesional, sus implicaciones no se limitaron a la práctica docente, sino que trascendieron a su vida personal, además, participar en la migración a una modalidad virtual permitió a los profesores revalorar su importancia dentro de la sociedad. Esta investigación buscó conocer las experiencias profesionales y personales de los docentes que se trasladaron a una modalidad no presencial a causa de la pandemia, e invita a otros actores clave como alumnos y directivos a compartir sus vivencias en torno al confinamiento.
  • Artículo
    Gamification: a new key for enhancing engagement in MOOCs on energy?
    (Springer, 2021-06-15) Mena, Juanjo; Rincón Flores, Elvira Guadalupe; Ramírez Montoya, María Soledad
    Gamification is an innovative educational strategy that uses elements of games for educational purposes, including the completion of appealing challenges to increase student levels of engagement and learning. The objective of this research is to assess the effects of gamification as a teaching method used in a Massive Open Online Course (MOOC) about clean and conventional energy. This research is part of the project “Laboratorio Binacional para la Gestión Inteligente de la Sustentabilidad Energética y la Formación Tecnológica” [Binational Laboratory for the Intelligent Management of Sustainable Energy and Technological Formation]. A total of 4819 participants enrolled in the course, 621 passed the course, and 647 completed the gamified challenge. Results showthe impact of gamification on the cognitive, social, and emotional dimensions, where more than 90% of the participants agreed about feeling more motivated and challenged than when using traditional teaching methods. Therefore, the use of this methodology in online teaching could be very impactful in personalizing and enhancing the learning opportunities of massive, open online courses.
  • Artículo
    The use of gamification in a MOOC about energy: Effects and predictive models for participants' learning
    (2019-05) Rincón Flores, Elvira Guadalupe; Mena, Juan José; Ramírez Velarde, Raúl; Ramírez Montoya, María Soledad; Tecnológico de Monterrey
    Open Access Education has significantly grown in strength as a new way of fostering innovation in schools. Such is the case of Massive Online Open-access Courses (MOOCs), which have the added benefit of encouraging the democratization of learning. In this sense, the Binational Laboratory Project for Intelligent Management of Energy Sustainability and Technological Training between Mexico and the USA was launched with the purpose of trying the MOOC technology and measuring its impact in the academic, business, and social sectors. Under this scenario, this study aims to show the relationship of using gamification and level of performance in a MOOC on energy topics. The methodology was quantitative, using the course analytical data for sociodemographic information and predictive models. A total of 6,246 participants enrolled in the MOOC and 1,060 finished it. The results showed that (a) higher completion rates of the gamified challenge are found among those between 26 to 50 years of age; (b) the higher academic degree, the more inclined participants were to solve the gamified challenge; (c) no such distinction exists by gender.
  • Artículo
    Engagement in the course of programming in higher education through the use of gamification
    (2019) Ramírez Montoya, María Soledad; Rincón Flores, Elvira Guadalupe; Mena, Juan José; García Peñalvo, Francisco José; Tecnológico de Monterrey
    Programming learning in College Education is hard for students. Consequently, strategies are required to boost significant learning as well as sustained motivation during the delivery of the course. For this reason, the following investigation determines if the didactic strategy of gamification encourages engagement in a university level programming course. The article presents two interventions that took place during the period of January to April 2017 and January to April 2018 in a University of Mexico using the Challenge-based gamification pedagogical strategy. This strategy supports the Werbach and Hunter methodology. The dynamics were emotional, social, and progressive and were conducted through challenge and opportunities mechanics. The components were points, badges, avatars, and a leaderboard. In both interventions, surveys were used to know the acceptance of the strategy on behalf of the students, and a meta-evaluation instrument was applied after the first intervention with the purpose of strengthening and improving the didactic strategy. The main conclusion of this work indicates that gamification in the classroom contributed to improve the engagement with the students to succeed in solving the challenges successfully, therefore, the pedagogical strategy under scrutiny can be applied to other subjects
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