• Mi Re-Unir
    Búsqueda Avanzada
    JavaScript is disabled for your browser. Some features of this site may not work without it.
    Ver ítem 
    •   Inicio
    • RESULTADOS DE INVESTIGACIÓN
    • Artículos Científicos WOS y SCOPUS
    • Ver ítem
    •   Inicio
    • RESULTADOS DE INVESTIGACIÓN
    • Artículos Científicos WOS y SCOPUS
    • Ver ítem

    New Digital Tools to Teach Soft Skills and Sustainability for the Labor Market: Gamification as a Tool for Competency Acquisition in Realistic Contexts

    Autor: 
    López, Aída
    ;
    McGowan, Nadia
    ;
    Burgos, Daniel
    ;
    Moreno-Ger, Pablo
    Fecha: 
    2023
    Palabra clave: 
    Erasmus +; gamification; higher education; serious games; soft skills; sustainability; Scopus(2)
    Revista / editorial: 
    Lecture Notes in Computer Science
    Citación: 
    Serrano, A.L., McGowan, N., Burgos, D., Moreno-Ger, P. (2023). New Digital Tools to Teach Soft Skills and Sustainability for the Labor Market: Gamification as a Tool for Competency Acquisition in Realistic Contexts. In: González-González, C.S., et al. Learning Technologies and Systems. ICWL SETE 2022 2022. Lecture Notes in Computer Science, vol 13869. Springer, Cham. https://doi.org/10.1007/978-3-031-33023-0_6
    Tipo de Ítem: 
    conferenceObject
    URI: 
    https://reunir.unir.net/handle/123456789/15873
    DOI: 
    https://doi.org/10.1007/978-3-031-33023-0_6
    Dirección web: 
    https://link.springer.com/chapter/10.1007/978-3-031-33023-0_6
    Resumen:
    This article describes the Compete! educational game, developed within the European Erasmus + framework, which aims to teach soft skills to higher education students to increase their employability. A participatory learning methodology based on a gamification tool has been used for this purpose. The game presents a series of scenarios that describe social sustainability problems and require applying of soft skills identified as key competences in a field study across different European countries. These competences are: creative problem solving, effective communication, stress management, and teamwork. On completion of each game scenario and the game itself, students receive an evaluation of both their soft skills and the strategic and operational decisions they have made. In the evaluation of these decisions, both economic and sustainability aspects of the decision are assessed. The teacher can then address the competences and sustainability issues using the different scenarios of the game, thus creating higher motivation and deeper understanding amongst the students. This hybrid learning methodology incorporates digital tools for the cross-curricular teaching-learning of sustainability and soft skills. It is therefore a methodology that promotes the SDGs.
    Descripción: 
    Publicación con el texto completo en acceso restringido
    Mostrar el registro completo del ítem
    Ficheros en el ítem
    icon
    Nombre: Versión protegida_New Digital Tools to Teach Soft Skills and Sustainability for the Labor Market.pdf
    Tamaño: 1.581Mb
    Formato: application/pdf
    Ver/Abrir
    Este ítem aparece en la(s) siguiente(s) colección(es)
    • Artículos Científicos WOS y SCOPUS

    Estadísticas de uso

    Año
    2012
    2013
    2014
    2015
    2016
    2017
    2018
    2019
    2020
    2021
    2022
    2023
    2024
    2025
    Vistas
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    180
    113
    Descargas
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    46
    17

    Ítems relacionados

    Mostrando ítems relacionados por Título, autor o materia.

    • Serious Games and Soft Skills in Higher Education: A Case Study of the Design of Compete! 

      McGowan, Nadia; López, Aída; Burgos, Daniel (Electronics, 2023)
      This article describes the serious game Compete!, developed within the European Erasmus+ framework, that aims to teach soft skills to higher education students in order to increase their employability. Despite the increasing ...
    • The Case for Serious Games Analytics 

      Moreno-Ger, Pablo ; Burgos, Daniel (Radical Solutions and Learning Analytics. Lecture Notes in Educational Technology, 2020)
      Learning analytics have become a solidly established line of research, leveraging the large amounts of data that students generate while interacting with online materials such as those stored in a learning management system ...
    • Machine Learning and Student Activity to Predict Academic Grades in Online Settings in Latam 

      Moreno-Ger, Pablo ; Burgos, Daniel (Springer Science and Business Media Deutschland GmbH, 2021)
      In the past few years, interest in applying intelligent data-mining techniques to educational datasets has increased rapidly, with goals ranging from identifying students who need further support to being able to infer or ...

    Mi cuenta

    AccederRegistrar

    ¿necesitas ayuda?

    Manual de UsuarioContacto: reunir@unir.net

    Listar

    todo Re-UnirComunidades y coleccionesPor fecha de publicaciónAutoresTítulosPalabras claveTipo documentoTipo de accesoEsta colecciónPor fecha de publicaciónAutoresTítulosPalabras claveTipo documentoTipo de acceso






    Aviso Legal Política de Privacidad Política de Cookies Cláusulas legales RGPD
    © UNIR - Universidad Internacional de La Rioja
     
    Aviso Legal Política de Privacidad Política de Cookies Cláusulas legales RGPD
    © UNIR - Universidad Internacional de La Rioja