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Gamification as a didactic strategy in a digital literancy: Case study for incacerated individuals

机译:赌博作为数字识字的教学策略:案例研究监禁个人

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Currently, gamification has achieved to improve the commitment, performance and the motivation of users by carrying the development of a specific task that uses and incorporates gaming and interactivity elements which allow that each of tasks to be more attractive. This is how gamification has been able to be applied inside of software engineering with the goal of increasing better results and the commitment of software developers. This is how gamification has been calling the attention in all academic fields as well as professional ones. It also has turned into a partially contradictory concept as it by itself faces a division in their underdeveloped theoretical foundations, academic value and delimited directives that are standardized for their independent application of their environment. The technology has been seen reflected in the actions that the human being develops by creating a system of social, cultural, and labor interrelations; therefore, education as a social event searches for the integral formation of the human beings, especially vulnerable groups such as incarcerated individuals who have been cast away from society for breaking some law or rule by means of been convicted to correctional facilities. They are relegated from activities useful to improve their life project and to be reinserted into society. In this paper we feature the development of a piece of multimedia didactic material for digital literacy, which is focused on the Ambato-Ecuador case study incarcerated individuals who mostly opt to take traditional workshops that are sometimes taken as distractors and not as endeavors for their reinsertion in the workforce. The research is based on an experimental methodology applied to a random sample to whom a pre-test was applied, and after the experiment insertion a post-test which is meant to identify the progress attained with the introduction of this didactic material through gamification techniques.
机译:目前,通过携带制定使用和结合游戏和交互元素的特定任务来实现用户的承诺,绩效和动力,以改善用户的承诺,绩效和动机,这些任务允许每个任务更具吸引力。这是游戏化能够在软件工程内部应用程序,其目的是提高更好的结果和软件开发人员的承诺。这就是游戏化在所有学术领域的关注以及专业人士的关注方式。它还变成了部分矛盾的概念,因为它本身就面临其欠发达的理论基础,学术价值和分隔指令的划分,这是为了他们的环境的独立应用而标准化。通过创造社会,文化和劳动力的各种行动的行动,这项技术被认为反映在人类发展中;因此,教育是人类的整体形成一个社会事件的搜索,特别是弱势群体,如嵌顿个人谁已经投远离社会通过的被判处惩教设施意味着打破一些法律或规则。他们从有助于改善他们的生命项目并被重新进入社会的活动中降级。在本文中,我们专注于数字扫盲的一系列多媒体教学材料的开发,它专注于Ambato-eCuador案例,这些案例研究大多选择接受有时被认为是分散人的传统研讨会,而不是努力努力在劳动力。该研究基于应用于应用预先测试的随机样品的实验方法,并且在实验插入后,该试验旨在通过游戏化技术识别通过引入该教育材料获得的进度。

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