Gamificación aplicada a entornos ubicuos de enseñanza y aprendizaje (u-Learning gamification)
Fecha
2016
Autores
Herrera Sáchez, Deiver
Guitiérrez Vela, Francisco
Paderewski Rodríguez, Patricia
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Editor
Universidad de San Buenaventura Cali
Resumen
La simplificación y miniaturización de los componentes electrónicos y en general de los circuitos capaces de contener procesadores y sensores, hace de la computación ubicua una realidad implantada en nuestro día a día. Además de su aplicación en infinidad de campos de la industria y del quehacer cotidiano, aparecen otros como el de la enseñanza y el aprendizaje, que se potencian y benefician de forma clara en la manera de adquirir y compartir el conocimiento entre alumnos y profesores.
The simplification and miniaturization of electronic components, and of circuits capable of containing processors and sensors in general, makes ubiquitous computing a reality in our daily lives. In addition to its application in countless fields of industry and everyday life, other areas such as teaching and learning are emerging, which are clearly enhanced and benefit the way knowledge is acquired and shared between students and teachers.
The simplification and miniaturization of electronic components, and of circuits capable of containing processors and sensors in general, makes ubiquitous computing a reality in our daily lives. In addition to its application in countless fields of industry and everyday life, other areas such as teaching and learning are emerging, which are clearly enhanced and benefit the way knowledge is acquired and shared between students and teachers.
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Palabras clave
APRENDIZAJE, ACTITUD DEL DOCENTE, REALIDAD AUMENTADA, PARTICIPACIÓN DEL ALUMNO, LEARNING, TEACHER'S ATTITUDE, AUGMENTED REALITY, STUDENT PARTICIPATION