Gamification of content in Cognitive Ergonomics and its importance in Higher Education
The objective of this cognitive ergonomics research is to identify whether the gamification of digital content in higher education subjects facilitates learning. It is based on the premise that digitalized content is more attractive to students. The research design is descriptive and crosssectional. The methodology was based on a documentary collection in a higher education institution, sample selection, data collection and processing, and was carried out with the gamification of the contents of the Ergonomics and Work Study subject. From the results obtained, it can be concluded that the gamification of digital content has great educational potential by allowing the levels of achievement of the expected learning to increase
Authors
- Raquel Muñoz Hernández (ORCID: https://orcid.org/0000-0002-4461-8027)
- Saúl Rangel Lara (ORCID: https://orcid.org/0000-0003-1498-340X)
Institutions
- Polytechnic University of the Valley of Mexico (MX)
Publication Details
- Journal
- Revista Ciencias de la Educación
- Published
- 2024-12-04
- DOI
- https://doi.org/10.35429/jesc.2024.8.19.6.1.14
- Primary Topic
- Ergonomics and Human Factors
- Type
- article
- Field-Weighted Citation Impact
- 0.00