Examinando por Materia "Aprendizaje basado en juegos"
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Ítem Game-based learning approach for practicing melodic musical intervals using a musical instrument(Universidad EAFIT, 2020) Escobar Marín, Lina María; Vallejo Correa, Paola AndreaGame-Based Learning(GBL)integrate games into teaching through repetition,failure,and accomplishment of goals. GBL goes beyond fun; it is a strategy to motivate students to discover, immerse them in the study material playfully and dynamically, so they learn more effectively, and encourage them to learn from their mistakes. This approach has become increasingly popular as a way to engagestudentsinlearningand motivate them to perform educational activities. One of the contexts of application of GBL is music education,where advances in technology reduce the complexity associated with the process of learning and mastering musical instrument. This paper presents an experiment conducted to determine the effects on learning and motivation when students use GBL for practicing music intervals. Music students aged from 17 to 22 thattookpartinthe experiment were divided into two groups.One Group Practice Dusingadigitaltool,and other group practice utilizing a video game. No significant difference was found in terms of learning between the two groups. Nevertheless, students practicing with the video game were more motivated than students using the digital tool.Ítem Gamificación como ejercicio preparatorio a la implementación de la etapa de diagnóstico de la metodología Estramipyme(Universidad EAFIT, 2024) Castaño Bardawil, Alberto; Escarria Buritica, Carolina; Corrales Ríos, Guillermo Andrés; Rivas Montoya, Luz María; Tobar Muñoz, Hendrys FabiánBackground: inclusion is one of the fundamental pillars of Open Strategy. However, it can lead to contradictions, unintended consequences, and new challenges, particularly when involving large numbers of people who may not be prepared to participate in the exercises. Gamification offers an engaging and effective solution to prepare participants, thus enhancing the quality of the results. Purpose: this study aims to utilize Gamification as a tool to prepare participants for diagnostic exercises and the definition of strategic challenges in MSMEs, following the Estramipyme methodology. This will be achieved through the creation of a digital Game-Based-Learning (GBL) resource that facilitates the development of the necessary foundations for these exercises. Design/Methodology/Approach: this qualitative research followed a five-stage process. It began with the identification of needs through open-semi-structured interviews and validation with experts. Subsequently, a prototype was constructed, followed by an evaluation phase. The results were then analyzed and interpreted, leading to corrections to the prototype based on the feedback received. Results: the findings of this study revealed that the use of gamification as a knowledge transmission tool is powerful, as it enriches the learning process and makes it enjoyable. Originality/Value/Contributions: this research enhances the Estramipyme methodology by introducing a digital Game-Based-Learning (GBL) resource that can be applied in strategic consulting and the training of undergraduate and graduate students at EAFIT University.Ítem Informe de asistencia a investigación de innovación pedagógica a través de Minecraft(Universidad EAFIT, 2022) Reusch Miranda, Matías Camilo; Gómez Montoya, Sara; Villa Montoya, María IsabelIn this research assistance, a data collection is carried out based on a challenge proposed in Minecraft for university students, as a part of a research project carried out by professors Maria Isabel Villa, Christian Díaz and Mauricio Hincapié that responds to the name "The use of Minecraft for the development of participation in virtual learning communities”. As part of the research assistance, information is collected in preliminary stages on game-based learning, with a section related to the Minecraft tool as a sandbox game, which is capable of generating high participation and motivation for young university students in learning environments.