Research in the Classroom: The Teaching of Economics and Gamification

被引:1
作者
Alexander Moreno-Delacruz, Jhonatan [1 ]
Cristina Rivera-Lozada, Isabel [1 ]
Rivera-Lozada, Oriana [2 ]
机构
[1] Univ Cauca, Popayan, Colombia
[2] Univ Norbert Wiener, South Amer Ctr Educ & Res Publ Hlth, Lima, Peru
关键词
Education; gamification; educational innovation; GAMES; FRAMEWORK;
D O I
10.3991/ijet.v16i16.23479
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This paper presents the preliminary results of a proposal to facilitate the understanding of concepts and the logic of economy in university students who are not enrolled in the academic program of economics. This proposal is based on the simulation game called Strategies and Markets in Economics (Estrategias y Mercados en Economia - EMERCO), which resulted from a research process in the classroom. The methodology has a qualitative approach and a descriptive type, with an exploratory scope. This study shows the functioning of the game, the selection of the team according to mentality type and brain dominance, in accordance with the Hellmann Brain Dominance Instrument. The game has novel elements in its structure by bringing the real functioning of a market to the classroom, achieving better results in regard to grades and in the assimilation of the contents in introductory classes and fundamentals of economics in higher education.
引用
收藏
页码:131 / 152
页数:22
相关论文
共 33 条
  • [1] A Conceptual Engagement Framework for Gamified E-Learning Platform Activities
    Alsubhi, Mohammed Abdulaziz
    Sahari, Noraidah
    Wook, Tengku Siti Meriam Tengku
    [J]. INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2020, 15 (22) : 4 - 23
  • [2] Andrade R., 2015, REV COLOMB BIOET, V8, P87, DOI [10.18270/rcb.v8i2.795, DOI 10.18270/RCB.V8I2.795]
  • [3] Gamification: A key determinant of massive open online course (MOOC) success
    Aparicio, Manuela
    Oliveira, Tiago
    Bacao, Fernando
    Painho, Marco
    [J]. INFORMATION & MANAGEMENT, 2019, 56 (01) : 39 - 54
  • [4] Cabal F., 2011, INDIGNADOS 15 M
  • [5] Digital games and gamification applied to education
    Contreras Espinosa, Ruth S.
    [J]. RIED-REVISTA IBEROAMERICANA DE EDUCACION A DISTANCIA, 2016, 19 (02): : 27 - 33
  • [6] Cruickshank D.R., 1980, THEOR PRACT, V19, P75, DOI 10.1080/00405848009542875
  • [7] Simulating Price-Taking
    Engelhardt, Lucas M.
    [J]. JOURNAL OF ECONOMIC EDUCATION, 2015, 46 (04) : 430 - 439
  • [8] Fuentes Hurtado Mercedes, 2017, REV EDUCACION DISTAN, P1
  • [9] Gaitan Riveros C. A., 2019, CURSO DOCENCIA U U C, DOI [10.18273/revsal.v50n1-2018006, DOI 10.18273/REVSAL.V50N1-2018006]
  • [10] Guin-Po A., 2015, ESTUDIOS NUEVA EC, V4, P47, DOI [10.4067/s0717-68212006000200005, DOI 10.4067/S0717-68212006000200005]