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dc.contributor.authorLópez, Aída
dc.contributor.authorMcGowan, Nadia
dc.contributor.authorBurgos, Daniel
dc.contributor.authorMoreno-Ger, Pablo
dc.date2023
dc.date.accessioned2024-01-16T13:49:23Z
dc.date.available2024-01-16T13:49:23Z
dc.identifier.citationSerrano, 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_6es_ES
dc.identifier.isbn9783031330223
dc.identifier.issn0302-9743
dc.identifier.urihttps://reunir.unir.net/handle/123456789/15873
dc.descriptionPublicación con el texto completo en acceso restringidoes_ES
dc.description.abstractThis 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.es_ES
dc.language.isoenges_ES
dc.publisherLecture Notes in Computer Sciencees_ES
dc.relation.ispartofseries;vol. 13869
dc.relation.urihttps://link.springer.com/chapter/10.1007/978-3-031-33023-0_6es_ES
dc.rightsrestrictedAccesses_ES
dc.subjectErasmus +es_ES
dc.subjectgamificationes_ES
dc.subjecthigher educationes_ES
dc.subjectserious gameses_ES
dc.subjectsoft skillses_ES
dc.subjectsustainabilityes_ES
dc.subjectScopus(2)es_ES
dc.titleNew Digital Tools to Teach Soft Skills and Sustainability for the Labor Market: Gamification as a Tool for Competency Acquisition in Realistic Contextses_ES
dc.typeconferenceObjectes_ES
reunir.tag~ARIes_ES
dc.identifier.doihttps://doi.org/10.1007/978-3-031-33023-0_6


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