Facing a VUCA World: Developing learning skills through serious games

dc.contributor.affiliationhttps://ror.org/03ayjn504es_MX
dc.contributor.authorPacheco Velazquez, Ernesto Armando
dc.date.accessioned2024-04-30T15:44:38Z
dc.date.available2024-04-30T15:44:38Z
dc.date.issued2024-03-21
dc.description.abstractThe technological revolution is transforming the way the world is perceived. We are experiencing an increasingly “VUCA” world (volatility, uncertainty, complexity, and ambiguity). The global VUCA concept has profound implications, for example, for management and future jobs, considering the creation of novel business models and new requirements of skills. To confront this reality, students must develop learning skills such as self-management, self-assessment, information acquisition, logical thinking, teamwork, and problem-solving. Serious games have proven to be an essential tool in developing these skills. This article discusses the effects of an educational platform, a serious game, and other educational resources in developing self-directed learning, critical thinking, complex thinking, and other learning skills. To measure the changes occurring in students throughout the course, surveys related to self-directed learning and game enjoyment were administered. Additionally, statistics on key academic indicators were gathered, and, finally, students were requested to reflect on their learning during the course. The information collected from students at the beginning and at the end of the semester reveals that significant differences in their perception of self-management skills, openness to new ideas, critical thinking, and enjoyment of learning are enhanced through this type of pedagogical design. Furthermore, a significant improvement in the academic indicators of the course where this innovation was implemented was evidenced, as well as increased intrinsic motivation and student engagement.es_MX
dc.format.mediumTextoes_MX
dc.identificator4||58||5801es_MX
dc.identifier.doihttps://doi.org/10.18848/2325-128X/CGP/v18i02/31-55
dc.identifier.eissn2325-1298
dc.identifier.endpage55es_MX
dc.identifier.issn2325-129X
dc.identifier.issue2es_MX
dc.identifier.journalThe International Journal of Design Educationes_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-6771-699Xes_MX
dc.identifier.scopusidhttps://www.scopus.com/authid/detail.uri?authorId=56414959400es_MX
dc.identifier.startpage31es_MX
dc.identifier.urihttps://hdl.handle.net/11285/652446
dc.identifier.volume18es_MX
dc.language.isoenges_MX
dc.publisherScholares_MX
dc.relation.isFormatOfpublishedVersiones_MX
dc.relation.urlhttps://cgscholar.com/bookstore/works/facing-a-vuca-worldes_MX
dc.rightsopenAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0es_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PSICOLOGÍA::ASESORAMIENTO Y ORIENTACIÓN::ASESORAMIENTO Y ORIENTACIÓN EDUCACIONALes_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOSes_MX
dc.subject.countryEstados Unidos de América / United Stateses_MX
dc.subject.keywordself-directed learninges_MX
dc.subject.keywordserious gameses_MX
dc.subject.keywordeducational innovationes_MX
dc.subject.keywordhigher educationes_MX
dc.subject.keywordvirtual learninges_MX
dc.subject.keywordGBLes_MX
dc.subject.lcshEducationes_MX
dc.titleFacing a VUCA World: Developing learning skills through serious gameses_MX
dc.typeArtículo

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