- -

Diseño de relatos gamificados con realidad aumentada en la formación inicial docente

RiuNet: Repositorio Institucional de la Universidad Politécnica de Valencia

Compartir/Enviar a

Citas

Estadísticas

  • Estadisticas de Uso

Diseño de relatos gamificados con realidad aumentada en la formación inicial docente

Mostrar el registro sencillo del ítem

Ficheros en el ítem

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
dc.description.references Abdullah, F., Kassim, M.H., Sanusi, A.N.Z., Tidjani, A.A. (2018). Experimenting technology enhancement active learning with support of mobile device, gamification and augmented reality application. Advanced Science Letters, 24(11), 7871-7875. https://doi.org/10.1166/asl.2018.12446 es_ES
dc.description.references Alalwan, N., Cheng, L., Al-Samarraie, H., Yousef, R., Alzahrani, A.I., Sarsam, S.M. (2020). Challenges and Prospects of Virtual Reality and Augmented Reality Utilization among Primary School Teachers: A Developing Country Perspective. Studies in Educational Evaluation, 66, 100876. https://doi.org/10.1016/j.stueduc.2020.100876 es_ES
dc.description.references Aumgri, C., Apirating, K. (2022). Digital Storytelling Media Online via Gamification Model to Promoteof Digital Literacy Skills for Undergraduate Students in Thailand: A Systematic Literature Review. Turkish Journal of Computer and Mathematics Education, 13(2), 143-150. https://www.turcomat.org/index.php/turkbilmat/article/view/12158 es_ES
dc.description.references Beck, D. (2019). Augmented and Virtual Reality in Education: Immersive Learning Research. Journal of Educational Computing Research, 57(7), 1619-1625. https://doi.org/10.1177/0735633119854035 es_ES
dc.description.references Cabrera, J.D. (2020). La retroalimentación para mejorar el proceso de aprendizaje en el estudiante. Revista Universitaria de Informática, 7(10), 70-75. https://doi.org/10.22267/runin es_ES
dc.description.references Cesário, V. (2019). Guidelines for Combining Storytelling and Gamification: Which Features Would Teenagers Desire to Have a More Enjoyable Museum Experience?. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6). https://doi.org/10.1145/3290607.3308462 es_ES
dc.description.references Choolarb, T., Premsmith, J., Wannapiroon, P. (2019). Imagineering gamification using interactive augmented reality to develop digital literacy skills. In Proceedings of the 2019 The 3rd International Conference on Digital Technology in Education (pp. 39-43). O’Reilly Media. https://doi.org/10.1145/3369199.3369222 es_ES
dc.description.references Chou, Y.K. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Birmingham: Packt Publishing Ltd. es_ES
dc.description.references Cózar-Gutiérrez, R., Sáez-López, J.M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1), 1-11. https://doi.org/10.1186/s41239-016-0003-4 es_ES
dc.description.references Del Moral, M.E., Neira-Piñeiro, M.R., Castañeda, J., López-Bouzas, N. (2023). Competencias docentes implicadas en el diseño de Entornos Literarios Inmersivos: conjugando proyectos STEAM y cultura maker. Revista Iberoamericana de Educación a Distancia, 26(1), 59-82. https://doi.org/10.5944/ried.26.1.33839 es_ES
dc.description.references Del Moral, M.E., Villalustre, L., Neira-Piñeiro, M.R. (2016). Relatos digitales: activando las competencias comunicativa, narrativa y digital en la formación inicial del profesorado. OCNOS, 15, 22-41. https://doi.org/10.18239/ocnos_2016.15.1.923 es_ES
dc.description.references Díaz-Mohedo, M.T., Vicente, A. (2014). Project based teaching as a didactic strategy for the learning and development of Basic competences in future teachers. Procedia-Social and Behavioral Sciences, 141, 232-236. https://doi.org/10.1016/j.sbspro.2014.05.040 es_ES
dc.description.references Edwards, M., García, A., Sánchez, M., Quesada, H., Amara, N. (2015). Disentangling competences: Interrelationships on creativity, innovation and entrepreneurship. Thinking Skills and Creativity, 16, 27-39. https://doi.org/10.1016/j. tsc.2014.11.006 es_ES
dc.description.references Fernández-Batanero, J.M., Montenegro, M., Fernández-Cerero, J., & García-Martínez, I. (2020). Digital competences for teacher professional development. Systematic review. European Journal of Teacher Education, 1-19. https://doi.org/10.1080/02619768.2020.1827389 es_ES
dc.description.references Forslund, K., Hammar, E. (2011). Assessment of students’ learning when working in groups. Educational Research, 53(3), 331-345. https://doi.org/10.1080/00131881.2011.598661 es_ES
dc.description.references Gallardo, I.M., San Nicolás, M.B., Cores, A. (2019). Visiones del profesorado de primaria sobre materiales didácticos digitales. [Visions of primary school teachers on digital teaching materials]. Campus Virtuales, 8(2), 47-62. es_ES
dc.description.references Gómez-Puig, M., Stoyanova, A. (2022). Learning by engaging. The use of active learning strategies in higher education. Revista d’Innovació i Recerca en Educació, 2022, 15(2), 1-4. https://doi.org/10.1344/reire.39770 es_ES
dc.description.references Hossein-Mohand, H., Trujillo-Torres, J.M., Gómez-García, M., Hossein-Mohand, H., Campos-Soto, A. (2021). Analysis of the use and integration of the flipped learning model, project-based learning, and gamification methodologies by secondary school mathematics teachers. Sustainability, 13(5), 2606. https://doi.org/10.3390/su13052606 es_ES
dc.description.references Jiménez, D., González, J.J., Tornel, M. (2020). Metodologías activas en la universidad y su relación con los enfoques de enseñanza. Profesorado, Revista de Currículum y Formación del Profesorado, 24(1), 76-94. https://doi.org/10.30827/profesorado.v24i1.8173 es_ES
dc.description.references Lampropoulos, G., Keramopoulos, E., Diamantaras, K., Evangelidis, G. (2022). Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies. Applied Sciences, 12(13), 6809. https://doi.org/10.3390/app12136809 es_ES
dc.description.references Manzano-León, A., Aguilar-Parra, J.M., Rodríguez-Moreno, J., Ortiz-Colón, A.M. (2022). Gamification in Initial Teacher Training to Promote Inclusive Practices: A Qualitative Study. International Journal of Environmental Research and Public Health, 19(13), 8000. https://doi.org/10.3390/ijerph19138000 es_ES
dc.description.references Marques, M.M., Pombo, L. (2021). The impact of teacher training using mobile augmented reality games on their professional development. Education Sciences, 11(8), 404. https://doi.org/10.3390/educsci11080404 es_ES
dc.description.references Martí-Parreño, J., Seguí-Mas, D., Seguí-Mas, E. (2016). Teachers’ attitude towards and actual use of gamification. Procedia-Social and Behavioral Sciences, 228, 682-688. https://doi.org/10.1016/j.sbspro.2016.07.104 es_ES
dc.description.references Moreno, N.M., Leiva, J.J., López, E.J. (2016). Experiencia formativa en el uso didáctico de la realidad aumentada con estudiantes del máster de formación del profesorado en educación secundaria en la Universidad de Málaga. Innovación educativa, 26, 265-303. https://doi.org/10.15304/ie.26.3611 es_ES
dc.description.references Newby, P. (2010). Research methods for education. London: Pearson. es_ES
dc.description.references Nóbrega, R., Russo, C.A.M. (2022). Immersive and interactive digital narratives and the social appropriation of science: cocreative processes to create and open-air science park that addresses evolutionary biology. In EDULEARN22 Proceedings (pp. 7657-7660). IATED. https://doi.org/10.21125/edulearn.2022.1784 es_ES
dc.description.references Perrenaud, P. (2004). Diez nuevas competencias para enseñar. Graó. es_ES
dc.description.references Røkenes, F.M., Krumsvik, R.J. (2014). Development of student teachers’ digital competence in teacher education-A literature review. Nordic Journal of Digital Literacy, 9(4), 250-280. https://doi.org/10.18261/ISSN1891-943X-2014-04-03 es_ES
dc.description.references Sáez-López, J.M., Cózar-Gutiérrez, R., González-Calero, J.A., Gómez Carrasco, C.J. (2020). Augmented reality in higher education: An evaluation program in initial teacher training. Education Sciences, 10(2), 26. https://doi.org/10.3390/educsci10020026 es_ES
dc.description.references Sailer, M., Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w es_ES
dc.description.references Sala, N. (2021). Virtual reality, augmented reality, and mixed reality in education: A brief overview. In D. Hwa, A. Dailey-Heber & J. Simmons (Eds.), Current and prospective applications of virtual reality in higher education (pp. 48-73). IGI Global. http://doi.org/10.4018/978-1-7998-4960-5 es_ES
dc.description.references Su, C.H. (2019). The Effect of Users’ Behavioral Intention on Gamification Augmented Reality in STEM (GAR-STEM) Education. Journal of Baltic Science Education, 18(3), 450-465. https://doi.org/10.33225/jbse/19.18.450 es_ES
dc.description.references Tobías, R.B. (2012). 20 Master Plots: And Howard to Build Them. Cincinnati: Writer´s Digest Books. es_ES
dc.description.references Tondeur, J., Aesaert, K., Pynoo, B., van Braak, J., Fraeyman, N., Erstad, O. (2017). Developing a validated instrument to measure preservice teachers’ ICT competencies: Meeting the demands of the 21st century. British Journal of Educational Technology, 48(2), 462-472. https://doi.org/10.1111/bjet.12380 es_ES
dc.description.references Tzima, S., Styliaras, G., Bassounas, A. (2019). Augmented reality applications in education: Teachers point of view. Education Sciences, 9(2), 1-18. https://doi.org/10.3390/educsci9020099 es_ES
dc.description.references Uygur, M., Yelken, T.Y., Akay, C. (2018). Analyzing the views of pre-service teachers on the use of augmented reality applications in education. European Journal of Educational Research, 7(4), 849-860. https://doi.org/10.12973/eu-jer.7.4.849 es_ES
dc.description.references Wu, J., Chen, D.T.V. (2020). A systematic review of educational digital storytelling. Computers & Education, 147, 103786. https://doi.org/10.1016/j.compedu.2019.103786 es_ES
dc.description.references Zichermann, G., Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Newton: O’Reilly Media. es_ES


Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem