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Framework of virtual platforms for learning and developing competencies

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Abstract

This work seeks to analyze the scientific evidence of the last five years and investigate the behavioral trends of virtual platforms and simulations for learning and skills development. By conducting a systematic literature review, utilizing the SciVal tool, and assessing statistical findings, we aim to establish a framework for the current status of the subject and identify the primary trends and applications of the strategies employed. Among the most relevant findings were the increase in registered users worldwide in 2021 due to the pandemic and the growth of courses available on virtual platforms such as Coursera and edEx. The most significant themes, both in indexed scholarly publications and in recent citations, were in computer science and education, showing how applications of educational technology have broken the paradigm of traditional education. Statistical studies also provide information regarding projections for new users in the next five years, owing to the popularity and effectiveness of these tools. This article summarizes the most significant information from sources such as Scopus, Web of Science, SciVal, and Statistical Sources. It presents a clear overview of the experimentation and use of virtual platforms and simulations for learning and competency development in higher education, highlighting key concepts and providing guidelines for future applications

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El usuario tiene la obligación de utilizar los servicios y contenidos proporcionados por la Universidad, en particular, los impresos y recursos electrónicos, de conformidad con la legislación vigente y los principios de buena fe y en general usos aceptados, sin contravenir con su realización el orden público, especialmente, en el caso en que, para el adecuado desempeño de su actividad, necesita reproducir, distribuir, comunicar y/o poner a disposición, fragmentos de obras impresas o susceptibles de estar en formato analógico o digital, ya sea en soporte papel o electrónico. Ley 23/2006, de 7 de julio, por la que se modifica el texto revisado de la Ley de Propiedad Intelectual, aprobado

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