dc.contributor | Zabala-Vargas, Sergio | |
dc.contributor | Flórez Moreno, Dolly Smith | |
dc.contributor | Universidad Santo Tomás | |
dc.creator | Moreno Acosta, Jairo | |
dc.date.accessioned | 2021-11-05T15:55:47Z | |
dc.date.available | 2021-11-05T15:55:47Z | |
dc.date.created | 2021-11-05T15:55:47Z | |
dc.date.issued | 2021-11-05 | |
dc.identifier | Moreno Acosta, J. (2021). Implementación de una estrategia pedagógica para la enseñanza y aprendizaje de las redes definidas por software en el laboratorio de telemática de la Universidad de Pamplona sede Villa del Rosario [Tesis de Maestría]. Universidad Santo Tomas. Bucaramanga, Colombia | |
dc.identifier | http://hdl.handle.net/11634/38315 | |
dc.identifier | reponame:Repositorio Institucional Universidad Santo Tomás | |
dc.identifier | instname:Universidad Santo Tomás | |
dc.identifier | repourl:https://repository.usta.edu.co | |
dc.description.abstract | The use of technology in education helps to improve the results in the teaching and learning processes at all levels, there is a variety of platforms and support tools that facilitate teaching by creating new options for teaching methodologies. The objective of this work was to measure the effect on motivation and academic performance when implementing Game-Based Learning and Gamification as a pedagogical strategy, likewise, to introduce the topic of Software-Defined Networks in the curriculum of the Engineering program in Telecommunications of the University of Pamplona. A quasi-experimental quantitative investigation was established on 26 students of the Telematics III course, divided into two groups according to their location. 4 didactic units were developed applying the proposed teaching strategy in one of the groups. A knowledge test was carried out in both groups to measure academic performance and a motivation survey on teaching materials adopted from Keller's motivational model. Finally, the topic of software-defined networks was included in 2 courses of the telematics line. The group that received the new strategy presented higher academic performance and better levels of motivation. In conclusion, Game-Based Learning and Gamification are a strategic option that makes it possible to exploit the affinity that young students have for games and the native use of technology to take advantage of them in the improvement of teaching-learning processes at the university level. | |
dc.language | spa | |
dc.publisher | Universidad Santo Tomás | |
dc.publisher | Maestría Gestión y Consultoría en Tecnologías de la Información y la Comunicación | |
dc.publisher | Facultad de Ingeniería de Telecomunicaciones | |
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dc.rights | http://creativecommons.org/licenses/by-nc-nd/2.5/co/ | |
dc.rights | Abierto (Texto Completo) | |
dc.rights | info:eu-repo/semantics/openAccess | |
dc.rights | http://purl.org/coar/access_right/c_abf2 | |
dc.rights | Atribución-NoComercial-SinDerivadas 2.5 Colombia | |
dc.title | Implementación de una estrategia pedagógica para la enseñanza y aprendizaje de las redes definidas por software en el laboratorio de telemática de la Universidad de Pamplona sede Villa del Rosario | |
dc.type | master thesis | |