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Effects of the use of simulators and an online platform in logistics education

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Abstract

During the last decade, Big Data, Cloud Computing, Artificial Intelligence, Internet of Things, Machine Learning, Simulators, Virtual Reality, Augmented Reality, and other innovations associated with the development of information and communication technologies (ICTs) have transformed the paradigms of all societies. As a consequence, are requesting new skills from workers and this has led to changes in educational processes. As a response to these new needs, the use of educational platforms and simulators has increased substantially in the last decade and a large amount of literature has been generated in relation to the critical success factors of these platforms. However, there is a very limited number of articles that attempt to explain how these factors are related to the development of other types of skills or motivational factors. The objective of this work is to evaluate the effectiveness of the "GOAL Project" platform (used to transmit logistics concepts) by exploring the opinion of students about the critical success factors of educational platforms and to determine how these elements influence motivation and development of skills such as student engagement, reflection on their learning and self-directed learning.

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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

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