The role of reflection in educational games. Developing skills for this new millennium

dc.contributor.affiliationhttps://ror.org/03ayjn504
dc.contributor.authorPacheco Velázquez, Ernesto Armando
dc.contributor.authorGlasserman Morales, Leonardo David
dc.contributor.authorRamírez Echeverri, Sergio
dc.contributor.authorCarlos Arroyo, Martina
dc.date.accessioned2024-08-31T02:36:27Z
dc.date.available2024-08-31T02:36:27Z
dc.date.issued2024-08-05
dc.description.abstractThe 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.mediumTextoes_MX
dc.identificator4es_MX
dc.identificator58es_MX
dc.identificator5801es_MX
dc.identifier.citationPacheco-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/11285/676884es_MX
dc.identifier.doihttps://doi.org/10.1007/978-981-97-1814-6_4
dc.identifier.journalProceedings of TEEM 2023. TEEM 2023. Lecture Notes in Educational Technology
dc.identifier.orcidhttps://orcid.org/0000-0002-6771-699X
dc.identifier.orcidhttps://orcid.org/0000-0001-7960-9537
dc.identifier.orcidhttps://orcid.org/0000-0002-5987-1041
dc.identifier.urihttps://hdl.handle.net/11285/676884
dc.language.isoeng
dc.publisherSpringer Link
dc.relation.isFormatOfacceptedVersion
dc.relation.urlhttps://link.springer.com/chapter/10.1007/978-981-97-1814-6_4
dc.rightsrestrictedAccess
dc.rights.embargoreasonLogin via an institution or payment.en_US
dc.rights.urihttp://creativecommons.org/licenses/by/4.0
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTAes_MX
dc.subject.countryEstados Unidos de América / United States
dc.subject.keywordSerious games
dc.subject.keywordEducational Innovation
dc.subject.keywordDeveloping skills
dc.subject.keywordCritical Thinking
dc.subject.keywordProfessional Education
dc.subject.keywordR4C§TE
dc.subject.lcshEducation
dc.titleThe role of reflection in educational games. Developing skills for this new millennium
dc.typeConferencia

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