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dc.creatorRojo, Teresaes
dc.creatorGonzález-Limón, Myriames
dc.creatorRodríguez Ramos, Asunciónes
dc.date.accessioned2020-04-13T08:58:39Z
dc.date.available2020-04-13T08:58:39Z
dc.date.issued2019
dc.identifier.citationRojo, T., González Limón, M. y Rodríguez Ramos, A. (2019). Company-university collaboration in applying gamification to learning about insurance. Informatics, 6 (3), 198-224.
dc.identifier.issn2227-9709es
dc.identifier.urihttps://hdl.handle.net/11441/95056
dc.description.abstractIncorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning.es
dc.formatapplication/pdfes
dc.format.extent20es
dc.language.isoenges
dc.publisherMDPIes
dc.relation.ispartofInformatics, 6 (3), 198-224.
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectGamificationes
dc.subjectUniversityes
dc.subjectEducationes
dc.subjectSerious video gameses
dc.subjectGame-based learninges
dc.subjectProfessorses
dc.subjectVideo games designes
dc.subjectKnowledgees
dc.subjectSkills traininges
dc.subjectDigital technologieses
dc.subjectAutomated learninges
dc.titleCompany-university collaboration in applying gamification to learning about insurancees
dc.typeinfo:eu-repo/semantics/articlees
dc.type.versioninfo:eu-repo/semantics/publishedVersiones
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Análisis Económico y Economía Políticaes
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Sociologíaes
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Economía e Historia Económicaes
dc.relation.publisherversionhttps://www.mdpi.com/2227-9709/6/3/42es
dc.identifier.doi10.3390/informatics6030042es
dc.journaltitleInformaticses
dc.publication.volumen6es
dc.publication.issue3es
dc.publication.initialPage198es
dc.publication.endPage224es

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