Learning of Information Technologies in Administration Sciences through gamification techniques

被引:2
作者
Mellado, R. [1 ]
Blanco, M. [1 ]
Cubillos, C. [1 ]
De La Fuente, H. [1 ]
Faundez, A. [1 ]
机构
[1] Pontificia Univ Catolica Valparaiso, Escuela Comercio, Valparaiso, Chile
来源
2019 IEEE CHILEAN CONFERENCE ON ELECTRICAL, ELECTRONICS ENGINEERING, INFORMATION AND COMMUNICATION TECHNOLOGIES (CHILECON) | 2019年
关键词
Active learning; gamification; gamified software; education in business; STUDENT PARTICIPATION; MIDDLE SCHOOL; GAME DESIGN; PERCEPTIONS; INTEGRATION; MOTIVATION; EXPERIENCE; VARIABLES; EDUCATION; ELEMENTS;
D O I
10.1109/chilecon47746.2019.8988017
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
The present research addresses the difficulty in learning the information technologies of university students in the business area, through the inclusion of learning support tools that make use of gamification as a potential differentiator. The gamification techniques have multiple advantages especially when applied in educational processes, whether in engineering, health, among others. For the experimentation was made with a universe of 78 undergraduate students of the career Auditor Accountant of a Chilean university. The sample was divided into 40 students for one experimental group and 38 students for the control group, where those from the experimental group used learning tools that included gamification and the control group applied tools that did not include the gamification component. The results obtained showed that those students belonging to the experimental group were significantly better than the control group, thus generating a contribution to their learning process.
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页数:7
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