Challenge-based gamification as a teaching’ Open Educational Innovation strategy in the energy sustainability area

dc.conference.hostUniversidad de Salamancaen
dc.conference.locationSalamanca, Spainen
dc.conference.nameFourth International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2016en
dc.contributor.affiliationTecnologico de Monterreyen
dc.contributor.authorRincón Flores, Elvira G.en
dc.contributor.authorRamírez Montoya, María S.en
dc.contributor.authorMena Marcos, Juan J.en
dc.date.accessioned2016-10-08T22:06:50Z
dc.date.available2016-10-08T22:06:50Z
dc.date.issued2016
dc.description.abstractThe purpose of this paper is to show a PhD dissertation research plan-and its current status- about the use gamification to promote Challenge- Based Learning through online teaching (MOOCs). The research question specifically aims at measuring the relationship between the impact of challenge-based gamification in online teaching on the level of educative innovation in terms of solving problems related to sustainable energy. This dissertation is part of the Strategic Initiative of Energy Project that was started by the National Council for Science and Technology in Mexico (CONACYT), the Energy Ministry (SENER) and the Tecnológico de Monterrey, which aims for massive training on the topics of energy and sustainability. For this purpose, there are being designed ten MOOCs (massive open online courses), which should include innovative teaching strategies such as gamification and challenge based learning. The gamification is an innovative educational strategy whose purpose is to place the student in scenarios or simulations involving achieving attractive challenges so as to increase their level of commitment (engagement) and competitiveness. Around 1,000 participants will take the MOOC and will constitute the study sample of this study. Questionnaires, open-ended interviews, and challenge-base learning tasks will be delivered to participants. A mixed method research analysis for both quantitative and qualitative data will be conducted. Intended results may probably point to differences between those participants who use gamification and those who do not in terms of being more successful in solving real-life energy problems. At present, only the theoretical framework and the instruments have been developed.
dc.formatEn Extenso / In Extensoen
dc.identifier.urihttp://hdl.handle.net/11285/620886
dc.identifier.volume2016en
dc.language.isoengen
dc.relation266632-CONACYT-SENER-S0019201401en
dc.relation.urlhttps://2016.teemconference.eu/en
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subject.disciplineCiencias Sociales / Social Sciences
dc.subject.keywordGamification, Challengesen
dc.subject.keywordMOOCsen
dc.subject.keywordOpen Innovationen
dc.subject.keywordEnergyen
dc.titleChallenge-based gamification as a teaching’ Open Educational Innovation strategy in the energy sustainability areaen
dc.typeArtículo de conferencia
html.description.abstract<p style="text-align: justify;">The purpose of this paper is to show a PhD dissertation research plan-and its current status- about the use gamification to promote Challenge- Based Learning through online teaching (MOOCs). The research question specifically aims at measuring the relationship between the impact of challenge-based gamification in online teaching on the level of educative innovation in terms of solving problems related to sustainable energy. This dissertation is part of the Strategic Initiative of Energy Project that was started by the National Council for Science and Technology in Mexico (CONACYT), the Energy Ministry (SENER) and the Tecnológico de Monterrey, which aims for massive training on the topics of energy and sustainability. For this purpose, there are being designed ten MOOCs (massive open online courses), which should include innovative teaching strategies such as gamification and challenge based learning. The gamification is an innovative educational strategy whose purpose is to place the student in scenarios or simulations involving achieving attractive challenges so as to increase their level of commitment (engagement) and competitiveness. Around 1,000 participants will take the MOOC and will constitute the study sample of this study. Questionnaires, open-ended interviews, and challenge-base learning tasks will be delivered to participants. A mixed method research analysis for both quantitative and qualitative data will be conducted. Intended results may probably point to differences between those participants who use gamification and those who do not in terms of being more successful in solving real-life energy problems. At present, only the theoretical framework and the instruments have been developed.</p>
refterms.dateFOA2016-12-01T00:00:00Z

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
161026_Ponencia_TEEM_2016_RFE_RI.pdf
Size:
246.91 KB
Format:
Adobe Portable Document Format
Description:
Artículo

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.16 KB
Format:
Item-specific license agreed upon to submission
Description:
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