dc.contributor | Maldonado Mahauad, Jorge Javier | |
dc.creator | Veintimilla Reyes, Jaime Eduardo | |
dc.creator | Velez Castillo, Maria Belen | |
dc.creator | Verdugo Velesaca, Gabriela Alexandra | |
dc.creator | Maldonado Mahauad, Jorge Javier | |
dc.creator | Mejia Pesantez, Piedad Magali | |
dc.date.accessioned | 2023-06-19T21:14:56Z | |
dc.date.accessioned | 2023-08-10T14:41:45Z | |
dc.date.available | 2023-06-19T21:14:56Z | |
dc.date.available | 2023-08-10T14:41:45Z | |
dc.date.created | 2023-06-19T21:14:56Z | |
dc.date.issued | 2020 | |
dc.identifier | 978-1-7281-9268-0 | |
dc.identifier | 0000-0000 | |
dc.identifier | http://dspace.ucuenca.edu.ec/handle/123456789/42223 | |
dc.identifier | https://www.scopus.com/record/display.uri?eid=2-s2.0-85103739418&origin=resultslist&sort=plf-f&src=s&sid=37c9ce8c5e235688609f47c9293fc3ed&sot=b&sdt=b&s=TITLE-ABS-KEY%28Playing+in+the+Classroom%3A+A+Game+Proposal+for+the+Flipped+Classroom%29&sl=82&sessionSearchId=37c9ce8c5e235688609f47c9293fc3ed | |
dc.identifier | 10.1109/LACLO50806.2020.9381163 | |
dc.identifier.uri | https://repositorioslatinoamericanos.uchile.cl/handle/2250/8152067 | |
dc.description.abstract | Today, gamification is a topic that is taking hold in the educational context. Institutions of Higher Education (IES) have maintained the master class as a traditional teaching
method, where the teacher is the center of the learning process and his main function is to transmit information within the classroom. However, thanks to technology, didactic
technological tools are currently being included to transform learning spaces and reduce low rates of academic performance.
IES have begun to configure new hybrid learning environments, where they seek to incorporate gamification to motivate and keep students engaged during their learning inside and outside
the classroom. The objective of this work is to present a game proposal that will be adapted in the context of a flipped class.
For this, a board game is proposed that will include gamification elements, where it will seek to promote student motivation and observe the impact produced on their learning. Finally, the result was useful theoretical foundations that allow to promote the use of gamification in hybrid learning environments, to later develop an efficient and effec | |
dc.language | es_ES | |
dc.publisher | IEEE | |
dc.source | Proceedings of the 15th Latin American Conference on Learning Technologies, LACLO 2020 | |
dc.subject | Gamification | |
dc.subject | Flipped Classroom | |
dc.subject | Higher Education Institutions | |
dc.subject | Blended Learning | |
dc.subject | Motivation | |
dc.title | Playing in the Classroom: A Game Proposal for the Flipped Classroom | |
dc.type | ARTÍCULO DE CONFERENCIA | |