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Gamit! a beat for learning
dc.contributor.author | Rincon-Flores, Elvira G. | |
dc.contributor.author | Santos-Guevara, Brenda N. | |
dc.contributor.author | Rodríguez Rodríguez, Nadia Katherine | |
dc.contributor.author | Martínez-Cardiel, Lizette | |
dc.contributor.author | Matsuura Sonoda, Alberto | |
dc.contributor.author | Quintana Cruz, Hernán Alejandro | |
dc.contributor.other | Rodríguez Rodríguez, Nadia Katherine | |
dc.contributor.other | Matsuura Sonoda, Alberto | |
dc.contributor.other | Quintana Cruz, Hernán Alejandro | |
dc.date.accessioned | 2023-07-11T13:34:52Z | |
dc.date.available | 2023-07-11T13:34:52Z | |
dc.date.issued | 2023 | |
dc.identifier.citation | Rincon-Flores, E. G., Santos-Guevara, B. N., Rodriguez-Rodriguez, N., Martínez-Cardiel, L., Matsuura Sonoda, A. & Quintana-Cruz, H. (2023). Gamit! a beat for learning. In Proceedings of the 2023 14th IEEE Global Engineering Education Conference, EDUCON 2023, Kuwait, Kuwait, May 2023. https://doi.org/10.1109/EDUCON54358.2023.10125217 | es_PE |
dc.identifier.issn | 2165-9559 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12724/18488 | |
dc.description.abstract | This paper presents the results from a gamification platform developed by two Latin American universities from Mexico and Peru, with the aim to promote engagement and improve students' attitudes towards the learning process, as well as facilitate the professors' work. The methodological approach to this research was qualitative on the course Modeling of Movement in Engineering where students used the platform named Gamit! for five weeks. The study dimensions are attention, engagement, resilience, and usability to continue the previous research. | es_PE |
dc.format | application/pdf | |
dc.language.iso | eng | |
dc.publisher | IEEE | es_PE |
dc.relation.ispartof | urn:issn: 2165-9559 | |
dc.relation.ispartof | urn:isbn: 979-835039943-1 | |
dc.rights | info:eu-repo/semantics/restrictedAccess | * |
dc.source | Repositorio Institucional - Ulima | es_PE |
dc.source | Universidad de Lima | es_PE |
dc.subject | Gamification | en_EN |
dc.subject | Students | en_EN |
dc.subject | Learning | en_EN |
dc.subject | Gamificación | es_PE |
dc.subject | Estudiantes | es_PE |
dc.subject | Aprendizaje | es_PE |
dc.title | Gamit! a beat for learning | es_PE |
dc.type | info:eu-repo/semantics/conferenceObject | |
dc.type.other | Artículo de conferencia en Scopus | |
dc.publisher.country | US | es_PE |
dc.subject.ocde | https://purl.org/pe-repo/ocde/ford#2.02.04 | |
dc.identifier.doi | https://doi.org/10.1109/EDUCON54358.2023.10125217 | |
ulima.cat | 9 | |
ulima.autor.afiliacion | Rodriguez-Rodriguez, Nadia (Universidad de Lima, Carrera de Ingeniería de Sistemas) | |
ulima.autor.afiliacion | Sonoda, Alberto Matsuura (Educativa Universidad de Lima, Oficina de Innovación y Calidad) | |
ulima.autor.afiliacion | Quintana-Cruz, Hernan (Universidad de Lima, Carrera de Ingeniería de Sistemas) | |
ulima.autor.carrera | Rodríguez Rodríguez, Nadia Katherine (Ingeniería de Sistemas) | es_PE |
ulima.autor.carrera | Matsuura Sonoda, Alberto (Comunicación) | es_PE |
ulima.autor.carrera | Quintana Cruz, Hernán Alejandro (Ingeniería de Sistemas) | es_PE |
ulima.autor.carrera | Quintana Cruz, Hernán Alejandro (Comunicación) | es_PE |
dc.identifier.isni | 121541816 | |
dc.identifier.scopusid | 2-s2.0-85162673085 | |
dc.identifier.event | IEEE Global Engineering Education Conference, EDUCON |
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