Games, knowledge and acceptance of technology in the digital era
Abstract:
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.
Año de publicación:
2018
Keywords:
- digital games
- Technology Acceptance Model
- Kahoot
- PLAYFUL ACTIVITIES
Fuente:

Tipo de documento:
Article
Estado:
Acceso restringido
Áreas de conocimiento:
Áreas temáticas de Dewey:
- Ciencias de la computación
- Procesos sociales
- Juegos de habilidad de interior

Objetivos de Desarrollo Sostenible:
- ODS 4: Educación de calidad
- ODS 17: Alianzas para lograr los objetivos
- ODS 9: Industria, innovación e infraestructura
