Conferencia

Permanent URI for this collectionhttps://hdl.handle.net/11285/636053

Presentación o disertación realizada dentro de un congreso o evento similar, o como evento académico independiente, tales como: Conferencia inaugural, conferencia magistral, conferencia de clausura.

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  • Conferencia
    Protocol for using Nintendo switch in an engineering class:a literature review
    (2023-07-23) Guerrero Serrano, A.; Elizondo Noriega, Armando; Tiruvengadam, Naveen; Félix Herrán, Luis Carlos; Forte Celaya, Maria Rubi; Ruiz Mendez, F.; Güemes Castorena, David; Lozano Taba, Luis Alberto; Castillo Paz, Álvaro Alejandro; Ramírez Montoya, María Soledad; https://ror.org/03ayjn504; https://ror.org/03rcspa57; Portland State University
    The rapid pace of technological advancement means accelerated emergence of new hardware and software options, which speaks to not only the intellectual capabilities of their designers but also to the immense latent potential of these technologies to be used in education to unlock human intellectual capital and train the human capital of the future. That being stated, emergent, experimentative technologies can also have barriers to accessibility; for example, they could be cost prohibitive and/or require potential users to have prior software programming capabilities. The portability of technology could also be a barrier to accessibility; For instance, most game consoles require a screen, which then limits their portability. The Nintendo Switch offers an interesting alternative for use in education in that it overcomes the three accessibility barriers of cost, programming, and portability. It also has the potential to teach video game design to students with no programming skills. Our work is intended to shed light on how the Nintendo Switch has been used previously by educators and technology managers.
  • Conferencia
    Use of a visual programming language to gamify statistics instruction for undergraduate students:a literature review and the path forward
    (2023-07-23) Félix Herrán, Luis Carlos; Guerrero Serrano, A.; Elizondo Noriega, Armando; Tiruvengadam, Naveen; Ceciliano Meza, José Luis; Ruiz Mendez, F.; Güemes Castorena, David; Meléndez Alfaro, M.; Aldaco Gastelum, A. N.; Castillo Paz, Álvaro Alejandro; Ramírez Montoya, María Soledad; https://ror.org/03ayjn504; https://ror.org/03rcspa57; https://ror.org/04rswrd78; Portland State University
    Teaching Statistics can be a challenging endeavor. Gamification possesses immense potential to improve acquisition and retention of knowledge in general by way of making learning fun and offering the ability to embed and contextualize concepts in the game design and simulation. The breadth of technology available today presents the possibility of designing, developing, using, and/or adapting existing technologies to tailor budget-friendly gamified simulations to meet curricular needs. This research work proposes to complement the gamification approach with the design and implementation of the video game by the participating students. The Game Builder Garage (GBG) is a programming game intended for the video game tablet console called Nintendo Switch. The GBG is a visual programming language that uses characters that are controlled using the console, and as such, is intuitive and does not require a programming background. This study presents a literature review of the use of gamification in an educational setting with the intent of providing a way forward on its incorporation into a Statistics course. Besides, the degree of motivation and the knowledge acquired will be measured with a Motivated Strategies for Learning Questionnaire (MSLQ), and a standardized exam, respectively. Furthermore, including the design of educational video games in the learning of Statistics could improve motivation, engagement and, consequently, performance, and be an option to be implemented in other engineering courses.
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