The role of reflection in educational games. Developing skills for this new millennium
dc.contributor.affiliation | https://ror.org/03ayjn504 | |
dc.contributor.author | Pacheco Velázquez, Ernesto Armando | |
dc.contributor.author | Glasserman Morales, Leonardo David | |
dc.contributor.author | Ramírez Echeverri, Sergio | |
dc.contributor.author | Carlos Arroyo, Martina | |
dc.date.accessioned | 2024-08-31T02:36:27Z | |
dc.date.available | 2024-08-31T02:36:27Z | |
dc.date.issued | 2024-08-05 | |
dc.description.abstract | The technological innovations that have emerged in the last decade have transformed the ways of working, living, and relating. We live in a world that presents greater uncertainty, with a higher level of complexity, and where the relationships between different variables are difficult to interpret. Today, organizations are looking for people who go beyond just processing information and following instructions. Organizations look for people who have the skills to search for information, establish hypotheses, and can gather evidence to test them. Consequently, universities must radically transform many of their processes, continuously update the contents of their academic programs, incorporate new technologies into their didactic processes, but above all, develop in their students those skills that allow them to quickly enter the labor market. Developing skills that allow graduates to direct their own learning is one of the fundamental tasks for universities. This article presents an empirical case where the use of serious games allows students to develop these types of skills. On the other hand, it establishes the importance of reflection as an important component that must be considered in the creation of games, and as a space to develop a greater awareness of student achievement. | |
dc.format.medium | Texto | es_MX |
dc.identificator | 4 | es_MX |
dc.identificator | 58 | es_MX |
dc.identificator | 5801 | es_MX |
dc.identifier.citation | Pacheco-Velazquez, E., Glasserman-Morales, L., Ramírez-Echeverri, S., Carlos-Arroyo, M. (2024). The Role of Reflection in Educational Games. Developing Skills for This New Millennium. In: Gonçalves, J.A.d.C., Lima, J.L.S.d.M., Coelho, J.P., García-Peñalvo, F.J., García-Holgado, A. (eds) Proceedings of TEEM 2023. TEEM 2023. Lecture Notes in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-97-1814-6_4 https://hdl.handle.net/11285/676884 | es_MX |
dc.identifier.doi | https://doi.org/10.1007/978-981-97-1814-6_4 | |
dc.identifier.journal | Proceedings of TEEM 2023. TEEM 2023. Lecture Notes in Educational Technology | |
dc.identifier.orcid | https://orcid.org/0000-0002-6771-699X | |
dc.identifier.orcid | https://orcid.org/0000-0001-7960-9537 | |
dc.identifier.orcid | https://orcid.org/0000-0002-5987-1041 | |
dc.identifier.uri | https://hdl.handle.net/11285/676884 | |
dc.language.iso | eng | |
dc.publisher | Springer Link | |
dc.relation.isFormatOf | acceptedVersion | |
dc.relation.url | https://link.springer.com/chapter/10.1007/978-981-97-1814-6_4 | |
dc.rights | restrictedAccess | |
dc.rights.embargoreason | Login via an institution or payment. | en_US |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0 | |
dc.subject | HUMANIDADES Y CIENCIAS DE LA CONDUCTA | es_MX |
dc.subject.country | Estados Unidos de América / United States | |
dc.subject.keyword | Serious games | |
dc.subject.keyword | Educational Innovation | |
dc.subject.keyword | Developing skills | |
dc.subject.keyword | Critical Thinking | |
dc.subject.keyword | Professional Education | |
dc.subject.keyword | R4C§TE | |
dc.subject.lcsh | Education | |
dc.title | The role of reflection in educational games. Developing skills for this new millennium | |
dc.type | Conferencia |
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