Transformando la Educación Superior: El Poder de los Breakouts Educativos
DOI:
https://doi.org/10.31637/epsir-2024-961Palabras clave:
gamificación;, breakout educativo;, educación superior;, alfabetización digital;, innovación educativa;, aprendizaje activo;, motivación para el aprendizaje;, aprendizaje colaborativo.Resumen
Introduction: Esta investigación examina el proceso de diseño de los breakouts educativos en la educación superior, centrado en las perspectivas de un programa de formación docente en una universidad española. Metodología: Utilizando un enfoque cualitativo, se recopilaron datos a través de una encuesta exhaustiva para evaluar el diseño de estos breakouts educativos. El estudio identifica fortalezas clave, como una mayor participación y creatividad, al tiempo que destaca desafíos como dificultades técnicas y la complejidad del contenido. También explora las oportunidades que estos métodos presentan para fomentar prácticas de enseñanza innovadoras y el desarrollo de habilidades, junto con amenazas potenciales que incluyen problemas técnicos, variabilidad en la participación estudiantil y limitaciones de tiempo. Resultados: Los hallazgos sugieren que, aunque el diseño de breakouts educativos puede aumentar significativamente la motivación y el aprendizaje activo, su efectividad depende de una capacitación adecuada y la asignación de recursos. Discusión: La discusión proporciona ideas para mejorar los programas de formación docente a través de la gamificación, enfatizando la necesidad de apoyo en la alfabetización digital y las prácticas colaborativas. Conclusiones: Las recomendaciones para futuras investigaciones incluyen perfeccionar los diseños de breakouts para superar los desafíos identificados y optimizar su impacto educativo.
Descargas
Citas
Annetta, L. A. (2010). The "I’s" Have It: A Framework for Serious Educational Game Design. Review of General Psychology, 14(2), 105-112. http://dx.doi.org/10.1037/a0018985 DOI: https://doi.org/10.1037/a0018985
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. In L. E. Nacke, K. Harrigan, & N. Randall (Eds.), Proceedings of the First International Conference on Gameful Design, Research, and Applications (Gamification ‘13) (pp. 10–17). Association for Computing Machinery. https://doi.org/10.1145/2583008.2583010 DOI: https://doi.org/10.1145/2583008.2583010
Becker, K., & Nicholson, S. (2016). Gamification in the Classroom: Old Wine in New Badges. En K. Schrier (Ed.), Learning, Education and Games (pp. 61-85). ETC Press.
Borrego, C., Fernández, C., Blanes, I., & Robles, S. (2017). Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. Journal of Technology and Science Education, 7(2), 162-171. http://dx.doi.org/10.3926/jotse.247 DOI: https://doi.org/10.3926/jotse.247
Botturi, L. & Babazadeh, M. (2020). Designing educational escape rooms: validating the Star Model. International Journal of Serious Games, 7(3), 41-57. https://doi.org/10.17083/ijsg.v7i3.367 DOI: https://doi.org/10.17083/ijsg.v7i3.367
Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175. https://doi.org/10.1080/10494820.2014.964263 DOI: https://doi.org/10.1080/10494820.2014.964263
Cain, J. (2019). Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class. Currents in Pharmacy Teaching and Learning, 11(1), 44-50. https://doi.org/10.1016/j.cptl.2018.09.010 DOI: https://doi.org/10.1016/j.cptl.2018.09.010
De-Marcos, L., Domínguez, A., Sáenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91. http://dx.doi.org/10.1016/j.compedu.2014.01.012 DOI: https://doi.org/10.1016/j.compedu.2014.01.012
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In A. Lugmayr (Ed.), Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek) (pp. 9-15). http://dx.doi.org/10.1145/2181037.2181040 DOI: https://doi.org/10.1145/2181037.2181040
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75-88.
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14, 1-36. https://doi.org/10.1186/s41239-017-0042-5 DOI: https://doi.org/10.1186/s41239-017-0042-5
Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: practical implications and outcomes. Computers & Education, 63, 380-392. http://dx.doi.org/10.1016/j.compedu.2012.12.020 DOI: https://doi.org/10.1016/j.compedu.2012.12.020
Douglas, J. Y., & Hargadon, A. (2001). The pleasures of immersion and engagement: schemas, scripts and the fifth business. Digital Creativity, 12(3), 153-166. https://doi.org/10.1076/digc.12.3.153.3231 DOI: https://doi.org/10.1076/digc.12.3.153.3231
Ertmer, P. A., & Ottenbreit-Leftwich, A. T. (2010). Teacher technology change: How knowledge, confidence, beliefs, and culture intersect. Journal of Research on Technology in Education, 42(3), 255-284. https://doi.org/10.1080/15391523.2010.10782551 DOI: https://doi.org/10.1080/15391523.2010.10782551
Fernández Batanero, J., Román-Graván, P., Reyes-Rebollo, M. M., & Montenegro-Rueda, M. (2021). Impact of Educational Technology on Teacher Stress and Anxiety: A Literature Review. International Journal of Environmental Research and Public Health, 18(2), 548. https://doi.org/10.3390/ijerph18020548 DOI: https://doi.org/10.3390/ijerph18020548
Fotaris, P., & Mastoras, T. (2022). Room2Educ8: A Framework for Creating Educational Escape Rooms Based on Design Thinking Principles. Education Sciences, 12(11), 768. http://dx.doi.org/10.3390/educsci12110768 DOI: https://doi.org/10.3390/educsci12110768
González Amarilla, S. B., & Pérez Vargas, S. F. (2019). Tecnoestrés docente: el lado opuesto de la utilización de las nuevas tecnologías por los Docentes del Nivel Medio. Revista Científica Estudios E Investigaciones, 8(1), 21-35. https://doi.org/10.26885/rcei.8.1.21 DOI: https://doi.org/10.26885/rcei.8.1.21
Gupta, A. (2023). Transforming Learning to Online Education 4.0 during COVID-19: Stakeholder Perception, Attitude, and Experiences in Higher Education Institutions at a Tier-III City in India. Education Research International. https://doi.org/10.1155/2023/3217552 DOI: https://doi.org/10.1155/2023/3217552
Hamari, J., Koivisto, J., & Sarsa, H. (2014, Jan 6-9). Does Gamification Work? —A Literature Review of Empirical Studies on Gamification. 47th Hawaii International Conference on System Sciences, Waikoloa, HI. https://doi.org/10.1109/HICSS.2014.377 DOI: https://doi.org/10.1109/HICSS.2014.377
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019 DOI: https://doi.org/10.1016/j.compedu.2014.08.019
Hakulinen, L., & Auvinen, T. (2014, April 11-13). The effect of gamification on students with different achievement goal orientations. 2014 International Conference on Teaching and Learning in Computing and Engineering, Kuching, Malaysia. https://doi.org/10.1109/latice.2014.10 DOI: https://doi.org/10.1109/LaTiCE.2014.10
Howard, S. K. (2010). Risk-aversion: understanding teachers’ resistance to technology integration. Technology, Pedagogy and Education, 3(22), 357-372. https://doi.org/10.1080/1475939X.2013.802995 DOI: https://doi.org/10.1080/1475939X.2013.802995
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., & Valle, N. (2020). The impact of gamification in educational settings on student learning outcomes: a meta-analysis. Educational Technology Research & Development, 68, 1875-1901. http://dx.doi.org/10.1007/s11423-020-09807-z DOI: https://doi.org/10.1007/s11423-020-09807-z
Jiménez, C., Arís, N., Magreñán Ruiz, Á. A., & Orcos, L. (2020). Digital Escape Room, Using Genial. Ly and A Breakout to Learn Algebra at Secondary Education Level in Spain. Education Sciences, 10(10), 271. https://doi.org/10.3390/educsci10100271 DOI: https://doi.org/10.3390/educsci10100271
Kroski, E. (2020). Escape Rooms and Other Immersive Experiences in the Library. American Library Association.
Lasley, E. A. (2017). Twenty-first Century Literacy, Game-based Learning, Project-based Learning. Journal of Literacy & Technology, 18(3), 38.
Liu, D., Santhanam, R., & Webster, J. (2017). Toward meaningful engagement. MIS Quarterly, 41(4), 1011-1034. http://dx.doi.org/10.25300/MISQ/2017/41.4.01 DOI: https://doi.org/10.25300/MISQ/2017/41.4.01
Martínez-Otero Pérez, V. (2003). Estrés y ansiedad en los docentes. Pulso. Revista de Educación, 26, 9-21. https://doi.org/10.58265/pulso.4896 DOI: https://doi.org/10.58265/pulso.4896
Nicholson, S. (2015). A Recipe for Meaningful Gamification. In T. Reiners & L. C. Wood (Eds.), Gamification in Education and Business (pp. 1-20). Springer. https://doi.org/10.1007/978-3-319-10208-5_1 DOI: https://doi.org/10.1007/978-3-319-10208-5_1
Nicholson, S. (2018). Creating Engaging Escape Rooms for the Classroom. Childhood Education, 94(1), 44-49. http://dx.doi.org/10.1080/00094056.2018.1420363 DOI: https://doi.org/10.1080/00094056.2018.1420363
Neumann, K.L., Alvarado-Albertorio, F., & Ramírez-Salgado, A. (2020). Online Approaches for Implementing a Digital Escape Room with Preservice Teachers. Journal of Technology and Teacher Education, 28(2), 415-424.
Nguyen, T., Tuan, P., & Phuong, N. (2024). Engaging Students in The Learning Process with Game-Based Learning. International Journal of English Language Studies, 6(1), 54-60. http://dx.doi.org/10.32996/ijels.2024.6.1.5 DOI: https://doi.org/10.32996/ijels.2024.6.1.5
Putz, L. M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior, 110. https://doi.org/10.1016/j.chb.2020.106392 DOI: https://doi.org/10.1016/j.chb.2020.106392
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 DOI: https://doi.org/10.1007/s10648-019-09498-w
Signori, G. (2018). Gamification as an innovative method in the processes of learning in higher education institutions. International Journal of Innovation and Learning, 24(2). http://dx.doi.org/10.1504/IJIL.2018.094066 DOI: https://doi.org/10.1504/IJIL.2018.094066
Thurairasu, V. (2022). Gamification-based learning as the future of language learning: An overview. European Journal of Humanities and Social Sciences, 2(6), 62-69. https://doi.org/10.24018/ejsocial.2022.2.6.353 DOI: https://doi.org/10.24018/ejsocial.2022.2.6.353
Trinidad, M., Ruiz, M., & Calderon, A. (2021). A bibliometric analysis of gamification research. IEEE Access, 9, 46505-46544. https://doi.org/10.1109/ACCESS.2021.3063986 DOI: https://doi.org/10.1109/ACCESS.2021.3063986
Veldkamp, A., Daemen, J., Teekens, S., Koelewijn, S., Knippels, M. C. P. J., & Van Joolingen, W. R. (2020). Escape boxes: Bringing escape room experience into the classroom. British Journal of Educational Technology, 51(4), 1220-1239. https://doi.org/10.1111/bjet.12935 DOI: https://doi.org/10.1111/bjet.12935
Vermeulen, H., Gain, J., Marais, P., & O’Donovan, S. (2016, January). Reimagining gamification through the lens of Activity Theory. 2016 49th Hawaii International Conference on System Sciences (HICSS). https://doi.org/10.1109/HICSS.2016.168 DOI: https://doi.org/10.1109/HICSS.2016.168
Whitton, N., & Langan, A. M. (2019). Fun and games: Exploring the value of educational gamification in higher education. Journal of Computer Assisted Learning, 35(1), 13-22. http://dx.doi.org/10.1080/13562517.2018.1541885 DOI: https://doi.org/10.1080/13562517.2018.1541885
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30. https://doi.org/10.1016/j.edurev.2020.100326 DOI: https://doi.org/10.1016/j.edurev.2020.100326
Descargas
Publicado
Cómo citar
Número
Sección
Licencia
Derechos de autor 2024 Cristina Navas Romero
Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0.
Authors who publish with this journal agree to the following terms:- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Non Commercial, No Derivatives Attribution 4.0. International (CC BY-NC-ND 4.0.), that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).