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dc.contributor.author | Fernández-Zamora, Juan Carlos | es_ES |
dc.contributor.author | Arias-Aranda, Daniel | es_ES |
dc.date.accessioned | 2018-01-03T11:22:29Z | |
dc.date.available | 2018-01-03T11:22:29Z | |
dc.date.issued | 2017-06-07 | |
dc.identifier.uri | http://hdl.handle.net/10251/93867 | |
dc.description.abstract | [EN] Nowadays, educational platformsfocus on offering content as well as covering the main needs of users. However, very few or almost none offers anything to improve the integration between users and the system. It is intended to use the thinking of games and the mechanics of games to solve these problems and motivate users.An experiment has been carried outfor this reason, in which an educational platform, created in a personalized way for the students of the Master in Economics of the University of Granada, becomes the day to day of thesestudents, yielding results and Statistics on how to improve student motivation. | es_ES |
dc.description.abstract | [ES] Hoy en día, las plataformas educativas se enfocan en ofrecer contenido así como en cubrir las primeras necesidades de los usuarios. Sin embargo, muy pocas o casi ninguna ofrece nada para mejorar la integración entre los usuarios y el sistema. Se pretende utilizar la lógica de los juegos y la mecánica de los juegos para resolver estos problemas y motivar a los usuarios.Por esta razón, se ha llevado a cabo un experimento en el que, una plataforma educativa, creada de forma personalizada para los estudiantes del Master in Economics de la Universidad de Granada, se convierte en el día a día de estos estudiantes, arrojando resultados y estadísticas sobre cómo mejorar la motivación de los estudiantes. | es_ES |
dc.language | Español | es_ES |
dc.publisher | Universitat Politècnica de València | |
dc.relation.ispartof | Working Papers on Operations Management | |
dc.rights | Reconocimiento (by) | es_ES |
dc.subject | Learning | es_ES |
dc.subject | Gamification | es_ES |
dc.subject | Motivation | es_ES |
dc.subject | Games | es_ES |
dc.subject | Case study | es_ES |
dc.title | Implementation of a Gamification Platform in a Master Degree (Master in Economics) | es_ES |
dc.title.alternative | mplementación de una Plataforma de Gamificación en un Master(Master in Economics | es_ES |
dc.type | Artículo | es_ES |
dc.date.updated | 2017-06-16T07:07:51Z | |
dc.identifier.doi | 10.4995/wpom.v8i0.7431 | |
dc.rights.accessRights | Abierto | es_ES |
dc.description.bibliographicCitation | Fernández-Zamora, JC.; Arias-Aranda, D. (2017). Implementation of a Gamification Platform in a Master Degree (Master in Economics). Working Papers on Operations Management. 8(SP):181-190. https://doi.org/10.4995/wpom.v8i0.7431 | es_ES |
dc.description.accrualMethod | SWORD | es_ES |
dc.relation.publisherversion | https://doi.org/10.4995/wpom.v8i0.7431 | es_ES |
dc.description.upvformatpinicio | 181 | es_ES |
dc.description.upvformatpfin | 190 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.description.volume | 8 | |
dc.description.issue | SP | |
dc.identifier.eissn | 1989-9068 | |
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dc.description.references | Zoë Epstein; (2012) Enterprise Gamification for Employee Engagement, Ithaca College. | es_ES |