0000000000757092

AUTHOR

Amparo Galbis-córdova

showing 2 related works from this author

Teachers’ beliefs about gamification and competencies development: A concept mapping approach

2020

Despite an increasing academic attention towards both gamification and competencies-based education, little is known about Higher Education teachers’ beliefs regarding the use of gamification to develop students’ competencies. To fill this research gap, concept mapping was used to cluster teachers’ beliefs in 4 dimensions regarding the use of gamification to develop students’ competencies. Our findings suggest that teachers believe that gamification encourages team working and oral communication skills. Moreover, critical thinking and social skills development were also found as some of the benefits that teachers believe the use of gamification can provide to the development of students’ co…

Teamwork020205 medical informaticsHigher educationConcept mapbusiness.industrymedia_common.quotation_subject05 social sciences050301 educationGame based learning02 engineering and technologyInnovación educacionalEducationInnovaciones educativasCritical thinkingInterpersonal competence0202 electrical engineering electronic engineering information engineeringMathematics educationEnseñanza superiorPsychologybusiness0503 educationmedia_common
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Students' attitude towards the use of educational video games to develop competencies

2018

The use of educational video games (EVGs) is gaining momentum as a means to motivate and to engage students in their learning process. Nevertheless, previous research is taking for granted that students have a positive attitude towards EVGs and did not ensure a proper understanding of students' characteristics that might influence their attitude towards them. Therefore, this study's main goal is to explore four students' characteristics (perceived relevance, perceived confidence, media affinity, and perceived self-efficacy) that influence students' attitude towards the use of EVGs to develop competencies. Using the fsQCA method to analyze data gathered on a sample of 128 undergraduate stude…

Educación basada en competenciasProcess (engineering)05 social sciences050301 educationSample (statistics)Negative attitudeEquifinalityHuman-Computer InteractionVideojuegosArts and Humanities (miscellaneous)Educación superior0502 economics and businessVídeojuegoMathematics educationDesarrollo de las habilidadesEnseñanza superiorRelevance (information retrieval)Positive attitudePsychology0503 education050203 business & managementGeneral PsychologyComputers in Human Behavior
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