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Learning of Information Technologies in Administration Sciences through gamification techniques

机译:通过游戏化技术学习行政科学中的信息技术

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The present research addresses the difficulty in learning the information technologies of university students in the business area, through the inclusion of learning support tools that make use of gamification as a potential differentiator. The gamification techniques have multiple advantages especially when applied in educational processes, whether in engineering, health, among others. For the experimentation was made with a universe of 78 undergraduate students of the career Auditor Accountant of a Chilean university. The sample was divided into 40 students for one experimental group and 38 students for the control group, where those from the experimental group used learning tools that included gamification and the control group applied tools that did not include the gamification component. The results obtained showed that those students belonging to the experimental group were significantly better than the control group, thus generating a contribution to their learning process.
机译:本研究通过纳入利用游戏化作为潜在差异化因素的学习支持工具,解决了在商务领域学习大学生信息技术的难题。游戏化技术具有多重优势,尤其是在工程,健康等教育过程中应用时。为了进行实验,智利大学的职业审计师共有78名本科生。样本分为一个实验组40名学生和对照组38名学生,其中实验组的学生使用包括游戏化的学习工具,而对照组则使用不包括游戏化组成部分的工具。获得的结果表明,属于实验组的那些学生明显优于对照组,从而为他们的学习过程做出了贡献。

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