Protocol for using Nintendo switch in an engineering class:a literature review

dc.contributor.affiliationhttps://ror.org/03ayjn504es_MX
dc.contributor.affiliationhttps://ror.org/03rcspa57es_MX
dc.contributor.authorGuerrero Serrano, A.
dc.contributor.authorElizondo Noriega, Armando
dc.contributor.authorTiruvengadam, Naveen
dc.contributor.authorFélix Herrán, Luis Carlos
dc.contributor.authorForte Celaya, Maria Rubi
dc.contributor.authorRuiz Mendez, F.
dc.contributor.authorGüemes Castorena, David
dc.contributor.authorLozano Taba, Luis Alberto
dc.contributor.authorCastillo Paz, Álvaro Alejandro
dc.contributor.authorRamírez Montoya, María Soledad
dc.contributor.institutionPortland State Universityes_MX
dc.date.accessioned2023-09-04T15:57:04Z
dc.date.available2023-09-04T15:57:04Z
dc.date.issued2023-07-23
dc.description.abstractThe 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.es_MX
dc.format.mediumTextoes_MX
dc.identificator4||58||5801es_MX
dc.identifier.citationGuerrero-Serrano, A., Elizondo-Noriega, A., Tiruvengadam, N., Félix-Herrán, L.C., Forte-Celaya, M.R., Ruiz-Méndez, F., Güemes-Castorena, D., Lozano-Caba, L.A., Castillo-Paz, A.A., & Ramírez-Montoya, M.S. (2023). Protocol for Using Nintendo Switch in an Engineering Class: A Literature Review. Conference: Portland International Conference on Management of Engineering and Technologyes_MX
dc.identifier.orcidhttps://orcid.org/0000-0001-9353-9635es_MX
dc.identifier.orcidhttps://orcid.org/0000-0003-1545-0242es_MX
dc.identifier.orcidhttps://orcid.org/0000-0003-3867-3406es_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-6346-2873es_MX
dc.identifier.orcidhttps://orcid.org/0009-0001-6318-6573es_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-1274-706Xes_MX
dc.identifier.urihttps://hdl.handle.net/11285/651108
dc.language.isoenges_MX
dc.relation.isFormatOfpublishedVersiones_MX
dc.relation.urlhttps://www.picmet.org/main/es_MX
dc.rightsrestrictedAccesses_MX
dc.rights.embargoreasonAccess to this document requires a subscription.es_MX
dc.rights.urihttp://creativecommons.org/licenses/by/4.0es_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOSes_MX
dc.subject.countryMéxico / Mexicoes_MX
dc.subject.keywordaccesibilityes_MX
dc.subject.keywordVideo gameses_MX
dc.subject.keywordProtocolses_MX
dc.subject.keywordCostses_MX
dc.subject.keywordPandemicses_MX
dc.subject.keywordEducationes_MX
dc.subject.keywordSwitcheses_MX
dc.subject.keywordGameses_MX
dc.subject.lcshEducationes_MX
dc.titleProtocol for using Nintendo switch in an engineering class:a literature reviewes_MX
dc.title.alternativePortland International Conference on Management of Engineering and Technologyes_MX
dc.typeConferencia

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