Playing to learn: developing self-directed learning skills through serious games

dc.contributor.affiliationTecnologico de Monterreyes_MX
dc.contributor.affiliationhttps://ror.org/03ayjn504es_MX
dc.contributor.authorPacheco Velázquez, Ernesto Armando
dc.contributor.authorRodés Paragarino, Virginia
dc.contributor.authorGlasserman Morales, Leonardo David
dc.contributor.authorCarlos Arroyo, Martina
dc.date.accessioned2024-06-26T00:08:57Z
dc.date.available2024-06-26T00:08:57Z
dc.date.issued2024-05-14
dc.description.abstractPurpose. Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results and favors learning in new generations. This study aims to present a methodology for assessing the advancement of self-directed learning (SDL) in participants through simulation techniques and show that the incorporation of simulations can improve participants’ SDL skills. Design/methodology/approach. This study uses a quantitative approach to evaluate the evolution of various competencies related to SDL among participants. Includes the application of scales specifically designed to measure readiness for SDL, the use of factor analysis to identify and validate essential factors and conducting hypothesis testing to verify shifts in students’ perceptions regarding the significance of SDL-related skills. Findings. The findings of this study reveal a positive impact of simulations on the SDL readiness. Factor analysis identified five key factors: self-management skills, openness to learning opportunities, initiative and independence in learning, self-concept as an effective learner and desire for Learning. The use of simulations significantly improved critical thinking, logical reasoning, analysis and decision-making capabilities. These results demonstrate the effectiveness of this technique as a valuable tool for developing SDL skills and highlight the potential of such interventions in complex and uncertain learning environments. Research limitations/implications. The study provided valuable insights into the impact of simulations in the logistics field, particularly in the development of SDL-related skills. There is a need for studies in other areas of knowledge that would allow for the generalization of these results. Likewise, it is advisable to use scales that measure the development of other types of skills. Additionally, the study’s focus on short-term effects may not fully capture the long-term development of SDL-related skills. Future research should address these limitations, expand the sample size, conduct longitudinal studies and explore possible contextual and external factors that may influence SDL outcomes in various educational settings, leading to broader and more robust conclusions. Practical implications. The practical implications of this study are significant for both higher education institutions and educators in the logistics domain. The positive impact of the serious game on participants’ SDL skills highlights the potential of incorporating interactive and engaging learning tools in the curriculum. Educators can leverage serious games to foster critical thinking, logical reasoning and decision-making abilities in their students. Moreover, the identified key factors influencing SDL development provide valuable guidance for designing targeted interventions to enhance students’ self-management, initiative and love for learning. Social implications. The social implications of this study underscore the importance of equipping individuals with SDL skills in a rapidly changing world. By integrating serious games and fostering SDL competencies, higher education institutions can contribute to a more adaptable and resilient workforce. Empowering students with critical thinking, innovative thinking and independent learning, they can enhance their ability to navigate the challenges of the labor market. This, in turn, may lead to a more informed and proactive society capable of addressing complex issues and making well-informed decisions. Originality/value. This article arises from empirical exploration with students from two countries in Latin America (Mexico and Colombia), examining the importance of games in developing SDL skills. Furthermore, it promotes the use of a methodology with a low level of complexity, and that can be replicated with different games. This perspective adds valuable insights to the existing literature, offering practical implications for educators and institutions seeking effective strategies to promote SDL skills among students.es_MX
dc.format.mediumTextoes_MX
dc.identificator4||58||5801es_MX
dc.identifier.citationPacheco-Velazquez, E., Rodés Paragarino, V., Glasserman, L. D., & Carlos Arroyo, M. (2024). Playing to learn: Developing self-directed learning skills through serious games. Journal of International Education in Business https://doi.org/10.1108/JIEB-08-2023-0054es_MX
dc.identifier.doihttp://dx.doi.org/10.1108/JIEB-08-2023-0054
dc.identifier.issn2046-469X
dc.identifier.journalJournal of International Education in Businesses_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-6771-699Xes_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-7229-4998es_MX
dc.identifier.orcidhttps://orcid.org/0000-0001-7960-9537es_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-5987-1041es_MX
dc.identifier.urihttps://hdl.handle.net/11285/655619
dc.language.isoenges_MX
dc.publisher© Emerald Publishing Limitedes_MX
dc.relationLos autores agradecen el apoyo financiero del Tecnológico de Monterrey a través del Challenge-Based Research Funding Program 2022, Project ID # I001-IFE001-C1-T3-es_MX
dc.relation.isFormatOfpublishedVersiones_MX
dc.relation.urlhttps://www.emerald.com/insight/content/doi/10.1108/JIEB-08-2023-0054/full/htmles_MX
dc.rightsrestrictedAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by-nd/4.0es_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOSes_MX
dc.subject.countryReino Unido / United Kingdomes_MX
dc.subject.keywordeducational gameses_MX
dc.subject.keywordgame-based learninges_MX
dc.subject.keywordlearning strategieses_MX
dc.subject.keywordeducational innovationes_MX
dc.subject.keywordhigher educationes_MX
dc.subject.lcshEducationes_MX
dc.titlePlaying to learn: developing self-directed learning skills through serious gameses_MX
dc.typeArtículo

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