Juegos Serios y su Incidencia en el Proceso de Enseñanza – Aprendizaje

The integration of Tic´s is essential in the educational field, where the need arises to integrate playful and innovative technological resources within the teaching-learning process, specifically, serious games, which are a type of video game where learning is by on top of the entertainment. The main objective of this research is: To determine serious games as a technological resource and their incidence in the teaching-learning process, and for specific objectives: To analyze serious games as a technological resource; Identify serious games according to the teaching process - student learning; and Propose alternative guidelines that contribute to the teaching - learning process through serious games. It responds to the type of descriptive research, using the methods: scientific, hypothetical - deductive, inductive, analytical - synthetic, observational, hermeneutical and statistical; as techniques: survey and interview, and questionnaire as instrument; the procedure was developed with the theoretical foundation, the diagnosis, and the elaboration and socialization of the proposal. As the main results, it was obtained that both teachers and students consider it important to integrate serious games into the educational process, therefore, and as a conclusion the development of a methodological guide for the use of serious games aimed at teachers was obtained.

Publication Details

Journal
Dialnet (Universidad de la Rioja)
Published
2025-01-01
Primary Topic
Geochemistry and Geologic Mapping
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article
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article

Juegos Serios y su Incidencia en el Proceso de Enseñanza – Aprendizaje

Dialnet (Universidad de la Rioja)
Geochemistry and Geologic Mapping
article

Juegos Serios y su Incidencia en el Proceso de Enseñanza – Aprendizaje

article en

Abstract

The integration of Tic´s is essential in the educational field, where the need arises to integrate playful and innovative technological resources within the teaching-learning process, specifically, serious games, which are a type of video game where learning is by on top of the entertainment. The main objective of this research is: To determine serious games as a technological resource and their incidence in the teaching-learning process, and for specific objectives: To analyze serious games as a technological resource; Identify serious games according to the teaching process - student learning; and Propose alternative guidelines that contribute to the teaching - learning process through serious games. It responds to the type of descriptive research, using the methods: scientific, hypothetical - deductive, inductive, analytical - synthetic, observational, hermeneutical and statistical; as techniques: survey and interview, and questionnaire as instrument; the procedure was developed with the theoretical foundation, the diagnosis, and the elaboration and socialization of the proposal. As the main results, it was obtained that both teachers and students consider it important to integrate serious games into the educational process, therefore, and as a conclusion the development of a methodological guide for the use of serious games aimed at teachers was obtained.

Dialnet (Universidad de la Rioja)
Quality Education
Openalex Percentile: Top 64%
Geochemistry and Geologic Mapping
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