dc.contributorMaldonado Mahauad, Jorge Javier
dc.creatorVeintimilla Reyes, Jaime Eduardo
dc.creatorVelez Castillo, Maria Belen
dc.creatorVerdugo Velesaca, Gabriela Alexandra
dc.creatorMaldonado Mahauad, Jorge Javier
dc.creatorMejia Pesantez, Piedad Magali
dc.date.accessioned2023-06-19T21:14:56Z
dc.date.accessioned2023-08-10T14:41:45Z
dc.date.available2023-06-19T21:14:56Z
dc.date.available2023-08-10T14:41:45Z
dc.date.created2023-06-19T21:14:56Z
dc.date.issued2020
dc.identifier978-1-7281-9268-0
dc.identifier0000-0000
dc.identifierhttp://dspace.ucuenca.edu.ec/handle/123456789/42223
dc.identifierhttps://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.identifier10.1109/LACLO50806.2020.9381163
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/8152067
dc.description.abstractToday, 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.languagees_ES
dc.publisherIEEE
dc.sourceProceedings of the 15th Latin American Conference on Learning Technologies, LACLO 2020
dc.subjectGamification
dc.subjectFlipped Classroom
dc.subjectHigher Education Institutions
dc.subjectBlended Learning
dc.subjectMotivation
dc.titlePlaying in the Classroom: A Game Proposal for the Flipped Classroom
dc.typeARTÍCULO DE CONFERENCIA


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