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dc.contributor.author | Del Moral Pérez, M. Esther | es_ES |
dc.contributor.author | López-Bouzas, Nerea | es_ES |
dc.contributor.author | Castañeda Fernández, Jonathan | es_ES |
dc.date.accessioned | 2023-01-11T12:53:41Z | |
dc.date.available | 2023-01-11T12:53:41Z | |
dc.date.issued | 2022-12-31 | |
dc.identifier.uri | http://hdl.handle.net/10251/191239 | |
dc.description.abstract | [EN] This study is the result of a funded research project focusing on Gamified Stories with Augmented Reality for enhancing the competencies of students doing undergraduate and master’s degrees in education. It used a quantitative, descriptive, correlational, inferential methodology to assess the participants’ (N=62) competency levels demonstrated through their gamified, augmented stories. The ad hoc designed instrument (α=0.971) has 32 indicators for assessing the students’ digital, didactic, creative, and sociocollaborative competencies, along with their gamification skills. The gamified stories the students designed indicated that they had moderate-high levels of competencies. The highest scores were in didactic and digital competencies, associated with proper use of technology and incorporating it appropriately into the curriculum. The students’ creations showed their skills in combining narrative plots with the mechanics, dynamics, and aesthetics of games, and demonstrated high levels of creative skills. There was a strong correlation between the competencies involved in the design of the gamified augmented stories. Multiple linear regression analysis indicated that didactic and creative competencies significantly predicted the results of digital competencies. In addition, many of the competency indicators explain the students’ gamification skills (R2 =0.974). In conclusion, this project was an opportunity for future teachers to practice their skills using active methodologies, digital resources, and augmented reality to create gamified stories. | es_ES |
dc.description.abstract | [ES] Esta investigación se deriva de un Proyecto de Innovación financiado centrado en el diseño Relatos Gamificados con Realidad Aumentada para impulsar las competencias del alumnado de Grado y Máster en Educación. Se adopta una metodología de carácter cuantitativo, descriptivo, correlacional e inferencial, orientada a la evaluación del nivel competencial de los participantes (N=62), plasmado en sus relatos gamificados con realidad aumentada. El instrumento diseñado ad hoc (α=0,971) consta de 32 indicadores que evalúan sus competencias digital, didáctica, creativa y socio-colaborativa, así como sus habilidades para gamificar. A partir de los relatos gamificados que han diseñado los universitarios se puede inferir que poseen un nivel competencial medio-alto. La competencia didáctica, junto a la digital, alcanzan los niveles más altos, asociados al uso adecuado de la tecnología y su correcta integración curricular. Estas elaboraciones evidencian sus habilidades para conjugar las tramas narrativas con las mecánicas, dinámicas y estéticas propias del juego, y demuestran una competencia creativa alta. Se observa una elevada correlación entre las competencias implicadas en el diseño de los relatos gamificados con realidad aumentada. El análisis de regresión lineal múltiple ha constatado que las competencias didáctica y creativa predicen los resultados de la digital de forma significativa. Asimismo, gran parte de los indicadores de las competencias explican las habilidades de los universitarios para gamificar (R2=0,974). Concluyendo, este proyecto constituye una oportunidad para la formación competencial de futuros docentes al utilizar metodologías activas, recursos digitales, y realidad aumentada en la elaboración de relatos lúdicos. | es_ES |
dc.language | Español | es_ES |
dc.publisher | Universitat Politècnica de València | es_ES |
dc.relation.ispartof | REDU. Revista de Docencia Universitaria | es_ES |
dc.rights | Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) | es_ES |
dc.subject | Digital storytelling | es_ES |
dc.subject | Gamification | es_ES |
dc.subject | Augmented reality | es_ES |
dc.subject | Digital competence | es_ES |
dc.subject | Didactic competence | es_ES |
dc.subject | Creative competence | es_ES |
dc.subject | Socio-collaborative competence | es_ES |
dc.subject | Teacher training | es_ES |
dc.subject | Relatos digitales | es_ES |
dc.subject | Gamificación | es_ES |
dc.subject | Realidad aumentada | es_ES |
dc.subject | Competencia digital | es_ES |
dc.subject | Competencia didáctica | es_ES |
dc.subject | Competencia creativa | es_ES |
dc.subject | Competencia socio-colaborativa | es_ES |
dc.subject | Formación del profesorado | es_ES |
dc.title | Diseño de relatos gamificados con realidad aumentada en la formación inicial docente | es_ES |
dc.title.alternative | Design of gamified stories with augmented reality in initial teacher training | es_ES |
dc.type | Artículo | es_ES |
dc.identifier.doi | 10.4995/redu.2022.18701 | |
dc.rights.accessRights | Abierto | es_ES |
dc.description.bibliographicCitation | Del Moral Pérez, ME.; López-Bouzas, N.; Castañeda Fernández, J. (2022). Diseño de relatos gamificados con realidad aumentada en la formación inicial docente. REDU. Revista de Docencia Universitaria. 20(2):199-218. https://doi.org/10.4995/redu.2022.18701 | es_ES |
dc.description.accrualMethod | OJS | es_ES |
dc.relation.publisherversion | https://doi.org/10.4995/redu.2022.18701 | es_ES |
dc.description.upvformatpinicio | 199 | es_ES |
dc.description.upvformatpfin | 218 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.description.volume | 20 | es_ES |
dc.description.issue | 2 | es_ES |
dc.identifier.eissn | 1887-4592 | |
dc.relation.pasarela | OJS\18701 | es_ES |
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