México | Artículo/Article
dc.contributorTecnológico de Monterrey
dc.contributorhttps://ror.org/03ayjn504
dc.creatorGlasserman Morales, Leonardo David
dc.creatorRuiz Ramirez, Jessica Alejandra
dc.creatorRocha Estrada, Francisco Javier
dc.date.accessioned2023-05-08T17:58:08Z
dc.date.accessioned2023-07-19T19:52:27Z
dc.date.available2023-05-08T17:58:08Z
dc.date.available2023-07-19T19:52:27Z
dc.date.created2023-05-08T17:58:08Z
dc.date.issued2022-07-14
dc.identifierGlasserman-Morales, L.D., Ruíz-Ramírez, J.A., & Rocha, F.J. (2022). Transformando la educación superior mediante WebVR: Un caso de estudio. IEEE Revista Iberoamericana de Tecnologías del Aprendizaje, 17(3), 230-234. https://doi.org/10.1109/RITA.2022.3191257
dc.identifierhttps://doi.org/10.1109/RITA.2022.3191257
dc.identifierhttps://hdl.handle.net/11285/650679
dc.identifierIEEE Revista Iberoamericana de Tecnologías del Aprendizaje
dc.identifierhttps://orcid.org/0000-0001-7960-9537
dc.identifierhttps://orcid.org/0000-0003-2181-7645
dc.identifierhttps://orcid.org/0000-0001-5583-6559
dc.identifier17
dc.identifier3
dc.identifier230
dc.identifier234
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/7716367
dc.description.abstractThe transformation of education through emerging technologies has been an imperative due to the pandemic of COVID-19, which has forced higher education institutions to propose strategies to provide better experiences for their students. The objective of this research was to identify the challenges and opportunities of using WebVR tools for the development of academic activities, with the intention of interpreting how these technological tools are combined with educational practices among teachers and students. The context was placed in an activity of a graduate level course in online format, in a private higher education institution in Mexico. A qualitative study was conducted with a case study design to account for the perception of the participants regarding the value of the user experience, the analysis of the integrated tools and the contribution of this WebVR tool to the development of competencies in educational practice. The results show that if the technical requirements and a basic level of appropriation of digital competencies are met, including this type of emerging technology will bring benefits to the educational practice, such as the development of transversal and disciplinary competencies, improvement of interaction and socialization of participants, as well as motivation by incorporating playful elements.
dc.languagespa
dc.publisherIEEE
dc.relationpublishedVersion
dc.relationhttps://ieeexplore.ieee.org/document/9829880
dc.relationhttps://hdl.handle.net/11285/649146
dc.rightshttp://creativecommons.org/licenses/by/4.0
dc.rightsPoliticas editoriales.
dc.rightsrestrictedAccess
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOS
dc.titleTransformando la educación superior mediante WebVR:Un caso de estudio.
dc.typeArtículo/Article


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