Title
Games and Virtual Environments in the Teaching- Learning of Linear Programming
Date Issued
01 January 2021
Access level
metadata only access
Resource Type
conference paper
Publisher(s)
Institute of Electrical and Electronics Engineers Inc.
Abstract
The introduction of active methodologies has caused changes in the ways of teaching and learning, so gamebased learning can be applied to stimulate and enhance learning. In the Operations Research subject, the difficulty in appropriating the concepts of Linear Programming was diagnosed. As an alternative solution, it was proposed to implement the hanged and sudoku games as reinforcement mechanisms and the crossword puzzle as an evaluation instrument. To do this, the students collaboratively constructed a glossary of terms related to the topic. For the implementation of these activities, the Moodle platform was used. An exploratory-descriptive quasi-experimental design was developed through the implementation of a survey that collected students' perception of recreational activities. The experience was carried out with 35 students. It was concluded that the games played through a virtual medium contributed to the appropriation of the concepts of the theme worked, which improved the motivation and attitude towards the subject. In addition, the development of other skills and competences benefited, in particular the lifelong learning competence.
Start page
334
End page
341
Language
Spanish
OCDE Knowledge area
Educación general (incluye capacitación, pedadogía) Ciencias de la computación
Scopus EID
2-s2.0-85127207179
Resource of which it is part
Proceedings - 2021 16th Latin American Conference on Learning Technologies, LACLO 2021
ISBN of the container
9781665423588
Conference
6th Latin American Conference on Learning Technologies, LACLO 2021
Sources of information: Directorio de Producción Científica Scopus