TY - GEN
T1 - Learning of Information Technologies in Administration Sciences through gamification techniques
AU - Mellado, R.
AU - Blanco, M.
AU - Cubillos, C.
AU - Fuente, H. De La
AU - Faundez, A.
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/11
Y1 - 2019/11
N2 - The present research addresses the difficulty in learning the information technologies of university students in the business area, through the inclusion of learning support tools that make use of gamification as a potential differentiator. The gamification techniques have multiple advantages especially when applied in educational processes, whether in engineering, health, among others. For the experimentation was made with a universe of 78 undergraduate students of the career Auditor Accountant of a Chilean university. The sample was divided into 40 students for one experimental group and 38 students for the control group, where those from the experimental group used learning tools that included gamification and the control group applied tools that did not include the gamification component. The results obtained showed that those students belonging to the experimental group were significantly better than the control group, thus generating a contribution to their learning process.
AB - The present research addresses the difficulty in learning the information technologies of university students in the business area, through the inclusion of learning support tools that make use of gamification as a potential differentiator. The gamification techniques have multiple advantages especially when applied in educational processes, whether in engineering, health, among others. For the experimentation was made with a universe of 78 undergraduate students of the career Auditor Accountant of a Chilean university. The sample was divided into 40 students for one experimental group and 38 students for the control group, where those from the experimental group used learning tools that included gamification and the control group applied tools that did not include the gamification component. The results obtained showed that those students belonging to the experimental group were significantly better than the control group, thus generating a contribution to their learning process.
KW - Active learning
KW - education in business
KW - gamification
KW - gamified software
UR - http://www.scopus.com/inward/record.url?scp=85081044183&partnerID=8YFLogxK
U2 - 10.1109/CHILECON47746.2019.8988017
DO - 10.1109/CHILECON47746.2019.8988017
M3 - Conference contribution
AN - SCOPUS:85081044183
T3 - IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019
BT - IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2019 IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019
Y2 - 13 November 2019 through 27 November 2019
ER -