Resumen
The research consists of analyzing the perceptions of students regarding methodological strategies that encourage the communication of learning through digital games. It is a descriptive, qualitative study, focused on the technology acceptance model and where Moodle and Kahoot are used for the development of games. The methodological guidelines correspond to Urh, Vukovic, Jereb, Pintar (2015), Gross (2015) and the authors. A questionnaire validated by experts and with reliability of 0.92 was applied. The findings reflect that all students consider that the applied strategies generate satisfaction and enjoyment, besides that are useful and easy to apply, so they intend to continue using them. Digital games are suitable to encourage students ‘commitment to their learning and is a motivating factor in subjects that are transversal to the professional field, as long as the infrastructure is present, and the students have the previous knowledge.
Título traducido de la contribución | Games, knowledge and acceptance of technology in the digital era |
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Idioma original | Español |
Páginas (desde-hasta) | 171-181 |
Número de páginas | 11 |
Publicación | RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao |
Volumen | 2018 |
N.º | E16 |
Estado | Publicada - nov. 2018 |
Nota bibliográfica
Publisher Copyright:© 2018, Associacao Iberica de Sistemas e Tecnologias de Informacao. All rights reserved.
Palabras clave
- Digital games
- Kahoot
- Playful activities
- Technology acceptance model