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.

Browse

Search Results

Now showing 1 - 3 of 3
  • Conferencia
    Transforming logistics education by a virtual logistics simulation generator: UX pilot study
    (2024-06) Ramírez Montoya, María Soledad; Rodés Paragarino, Virginia; Pacheco Velázquez, Ernesto Armando; Ramírez Echeverri, Sergio Augusto; https://ror.org/03ayjn504; https://ror.org/03y3y9v44; IEEE
    In the era of Industry 5.0 and the impact of the changes in the supply chain, educational institutions, SMEs, and the labor market are challenged by technological advancements. The "Simulations for Learning" (S4L) project responds to this challenge by introducing the Virtual Logistics, asimulation generator platform designed to transform logistics education through enhanced decision-making skills and customizable simulations. This tool allows students to design and adapt logistics networks, tailoring their educational experience to real-world logistics scenarios, and by doing so, creating simulation-based serious games. A pilot study was conducted with 249 students from eight universities across five Latin American countries to assess the usability of this simulation generator on logistics education. The study revealed significant findings: (a) the simulation generator provides learners with flexible and tailored educational experiences. (b) the Interface and Performance and Effectiveness aspects of the Virtual Logistics were highly rated, achieving an "Excellent" usability level; (c) however, Content Organization and Navigation were perceived as slightly less effective, receiving a "Good" usability rating and highlighting areas in need of improvement. These results demonstrate student’s satisfaction, and therefore, the transformative potential of simulation-based learning tools in logistics education. Virtual Logistics offers valuable guidance for educators, policymakers, and industry leaders, aligning educational tools with dynamic requirements, ensuring that future professionals are well-equipped to face the complexities of the modern logistics landscape.
  • Artículo
    What do we evaluate in serious games? A systematic review
    (2023-10) Pacheco Velázquez, Ernesto Armando; Rabago Mayer, Lucia; Bester, Andre; Rodés Paragarino, Virginia; https://ror.org/03ayjn504; https://ror.org/006hf6230; https://ror.org/01aj84f44
    Serious games have emerged as an invaluable tool in education, revolutionizing the way students learn and engage with complex concepts. These games combine entertainment with educational content, creating immersive and interactive experiences that enhance learning outcomes. This strategy has positioned themselves as a powerful educational tool recommended for the new generations due to their benefits in terms of motivation, engagement, active learning, development of skills, and adaptation to diverse learning styles. By integrating serious games into educational programs, educators can enhance meaningful learning, foster relevant skills, and prepare students to tackle the challenges of the 21st century. The evaluation of serious games is important for various reasons. For example, it helps determine if a serious game meets its educational objectives and truly promotes learning and the development of specific skills. It also provides feedback on the design, gameplay, effectiveness, and other aspects of the serious game, allowing developers to identify strengths and areas for improvement to optimize the learning experience. Evaluations help determine if the serious game appropriately caters to the needs and characteristics of users, if it is suitable for the target group, if it is accessible to individuals with different abilities, and if it provides an appropriate level of challenge to promote engagement and learning. Ultimately, evaluations provide validation and credibility to serious games as educational tools. This study shows a systematic review of the factors that appear most frequently evaluated, the methodology used, and discusses the possibility of adding new factors and points out the need to consider the opinion of other users to improve the evaluation of these resources.
  • Conferencia
    Virtual education: trends in biomedical engineering education
    (2023-10) Pacheco Velázquez, Ernesto Armando; Alonso, Cristina; Lindín, Carles; Rodés Paragarino, Virginia; Tecnologico de Monterrey; https://ror.org/03ayjn504; https://ror.org/021018s57; https://ror.org/03ayjn504
    The rapid progress of technology over the past decade has led to a profound transformation in various aspects of our lives, including work, lifestyle, and social interactions. Consequently, a significant number of universities have deemed it necessary to adapt their teaching methods and reconsider traditional approaches in response to these advancements. The incorporation of these new technologies and the integration of active methodologies focused on student engagement have become essential tools for the design of new teaching methodologies and learning spaces. These innovations have resulted in improvements in academic indicators and have encouraged greater student participation. In the field of biomedical engineering, the use of technology has generated and solidified effective practices, resulting in a shift in traditional teaching paradigms. This article examines and describes the growing adoption of serious games, simulators, virtual reality, and augmented reality as emerging trends in the education of health-related disciplines. It also highlights the various skills, competencies, and instructional elements that have been positively impacted by these technologies.
logo

El usuario tiene la obligación de utilizar los servicios y contenidos proporcionados por la Universidad, en particular, los impresos y recursos electrónicos, de conformidad con la legislación vigente y los principios de buena fe y en general usos aceptados, sin contravenir con su realización el orden público, especialmente, en el caso en que, para el adecuado desempeño de su actividad, necesita reproducir, distribuir, comunicar y/o poner a disposición, fragmentos de obras impresas o susceptibles de estar en formato analógico o digital, ya sea en soporte papel o electrónico. Ley 23/2006, de 7 de julio, por la que se modifica el texto revisado de la Ley de Propiedad Intelectual, aprobado

DSpace software copyright © 2002-2026

Licencia