Herramientas de gamificación aplicadas en la innovación
Los estudiantes de Farmacia en la Universidad Islámica Alasmarya de Libia realizaron una investigación aplicada a 30 mujeres estudiantes de primer semestre de la misma carrera, donde queria medir la efectividad de utilizar el juego Kahoot! en el desarrollo del logro cognitivo de donde aplicaban la g...
- Autores:
-
Flórez Mantilla, Luisa Fernanda
- Tipo de recurso:
- Trabajo de grado de pregrado
- Fecha de publicación:
- 2024
- Institución:
- Universidad Cooperativa de Colombia
- Repositorio:
- Repositorio UCC
- Idioma:
- spa
- OAI Identifier:
- oai:repository.ucc.edu.co:20.500.12494/54048
- Acceso en línea:
- https://hdl.handle.net/20.500.12494/54048
- Palabra clave:
- Gamificacion
Innovacion
Kahoot
Aprendizaje
- Rights
- openAccess
- License
- Atribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0)
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dc.title.spa.fl_str_mv |
Herramientas de gamificación aplicadas en la innovación |
title |
Herramientas de gamificación aplicadas en la innovación |
spellingShingle |
Herramientas de gamificación aplicadas en la innovación Gamificacion Innovacion Kahoot Aprendizaje |
title_short |
Herramientas de gamificación aplicadas en la innovación |
title_full |
Herramientas de gamificación aplicadas en la innovación |
title_fullStr |
Herramientas de gamificación aplicadas en la innovación |
title_full_unstemmed |
Herramientas de gamificación aplicadas en la innovación |
title_sort |
Herramientas de gamificación aplicadas en la innovación |
dc.creator.fl_str_mv |
Flórez Mantilla, Luisa Fernanda |
dc.contributor.advisor.none.fl_str_mv |
Morales Méndez, Jonathan David |
dc.contributor.author.none.fl_str_mv |
Flórez Mantilla, Luisa Fernanda |
dc.subject.proposal.spa.fl_str_mv |
Gamificacion Innovacion Kahoot Aprendizaje |
topic |
Gamificacion Innovacion Kahoot Aprendizaje |
description |
Los estudiantes de Farmacia en la Universidad Islámica Alasmarya de Libia realizaron una investigación aplicada a 30 mujeres estudiantes de primer semestre de la misma carrera, donde queria medir la efectividad de utilizar el juego Kahoot! en el desarrollo del logro cognitivo de donde aplicaban la gamificación de la innovación en juegos para aprender, en este caso se usó la aplicación de Kahoot, que se utiliza principalmente en entornos educativos para crear y aprender de manera divertida por medio de cuestionarios. Se recopilaron datos a través de un cuestionario de 20 ítems y entrevistas para evaluar la percepción de los estudiantes sobre la aplicación. Los resultados mostraron que los estudiantes se involucraron activamente en las lecciones de química, aprendieron efectivamente sobre pesos moleculares y disfrutaron de la química básica. En el artículo podemos encontrar una revisión de la literatura sobre gamificación y destaca la importancia de satisfacer las necesidades psicológicas de los estudiantes en la educación. El impacto que tuvo la utilización de estas plataformas ha sido positivo en la atención, la interacción, la competencia, el anonimato y la retención del conocimiento de los estudiantes El objetivo principal del estudio fue identificar los efectos específicos de los elementos de diseño de Kahoot! en la satisfacción de las necesidades psicológicas de los estudiantes y promover su compromiso y motivación. |
publishDate |
2024 |
dc.date.accessioned.none.fl_str_mv |
2024-01-29T13:30:38Z |
dc.date.available.none.fl_str_mv |
2024-01-29T13:30:38Z |
dc.date.issued.none.fl_str_mv |
2024-01-29 |
dc.type.none.fl_str_mv |
Trabajo de grado - Pregrado |
dc.type.coar.none.fl_str_mv |
http://purl.org/coar/resource_type/c_7a1f |
dc.type.content.none.fl_str_mv |
Text |
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info:eu-repo/semantics/bachelorThesis |
dc.type.version.none.fl_str_mv |
info:eu-repo/semantics/acceptedVersion |
format |
http://purl.org/coar/resource_type/c_7a1f |
status_str |
acceptedVersion |
dc.identifier.citation.none.fl_str_mv |
Flórez Mantilla, L. F. (2023). Herramientas de gamificación aplicadas en la innovación [Tesis de pregrado, Universidad Cooperativa de Colombia]. Repositorio Institucional Universidad Cooperativa de Colombia. https://repository.ucc.edu.co/handle/20.500.12494/54048 |
dc.identifier.uri.none.fl_str_mv |
https://hdl.handle.net/20.500.12494/54048 |
dc.identifier.instname.none.fl_str_mv |
Universidad Cooperativa de Colombia |
identifier_str_mv |
Flórez Mantilla, L. F. (2023). Herramientas de gamificación aplicadas en la innovación [Tesis de pregrado, Universidad Cooperativa de Colombia]. Repositorio Institucional Universidad Cooperativa de Colombia. https://repository.ucc.edu.co/handle/20.500.12494/54048 Universidad Cooperativa de Colombia |
url |
https://hdl.handle.net/20.500.12494/54048 |
dc.language.iso.none.fl_str_mv |
spa |
language |
spa |
dc.relation.references.none.fl_str_mv |
Abdel-Shafy, H.I., Mansour, M.S.M., 2018. Solid waste issue: sources, composition, disposal,recycling, and valorization. Egypt. J. Pet. 27, 1275–1290. https://doi.org/10.1016/j.ejpe.2018.07.003. Accenture, 2018. Consumer survey on digital health: US results. Available at: www. accenture.com/t20180306T103559Z_w_/us-en/_acnmedia/PDF-71/accenture-h ealth-2018-consumer-survey-digital-health.pdf (accessed 30 March 2018). Allam, A., Kostova, Z., Nakamoto, K., Schulz, P. J.., 2015. Acheampong, R.A., Asabere, S., 2021. Simulating the co-emergence of urban spatial structure and commute patterns in an african metropolis: a geospatial agent-based model. Habitat Int. 110, 102343. https://doi.org/10.1016/j.habitatint.2021.102343. Agapiou, A., Vasileiou, A., Stylianou, M., Mikedi, K., Zorpas, A.A., 2020. Waste aroma profile in the framework of food waste management through household composting. J. Clean. Prod. 257, 120340. https://doi.org/10.1016/j.jclepro.2020.120340. Al Ghawail, E. A., Ben Yahia, S., and Alrzini, J. R. (2021). ”Gamification Model for Developing E-Learning in Libyan Higher Education”. Alawadhi, A., Abu-Ayyash, E. A. (2021). ”Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE.” Education and Information Technologies,26(4), 3629-3658. https://doi.org/10.1007/s10639-020-10425-8. Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/effect-gamification-on-motivation-engagement/docview/1977184867/se-2 An, D., Kreutzer, M., & Heidenreich, S. (2020). Always play against par? The effect of inter-team coopetition on individual team productivity. Ind. Marke t. Manag., 90, 155e169. https://doi.org/10.1016/j.indmarman.2020.06.009 Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: do points affect test performance? Comput. Educ., 83, 57e63. https://doi.org/10.1016/j.compedu.2014.12.012 Attef M, Harris E. Using gamified solutions in pediatric diabetes self-management. Aylesworth, Andrew B. and Scott B. MacKenzie (1998), “Context Is Key: The Effect of Program-induced Mood on Thoughts About the Ad,” Journal of Advertising, 27, 2, 17–31. Bagozzi, Richard and Youjae Yi (2012), “Specification, Evaluation, an Interpretation of Structural Equation Models,” Journal of the Academy of Marketing Science, 40, 1, 8–34. Baker, Michael J. and Gilbert A. Churchill (1977), “The Impact of Physically Attractive Models on Advertising Evaluations,” Journal of Marketing Research, 14, 4, 538–55. Bansal, P., & Corley, K. G. (2011). The coming of age for qualitative research: embracing the diversity of qualitative methods. Acad. Manag. J., 54, 233e237. Barratt, M., Thomas, C., & Li, M. (2011). Qualitative case studies in operations management: trends, research outcomes, and future research implications. J.Oper. Manag., 29(4), 329e342. https://doi.org/10.1016/j.jom.2010.06.002 Bogers, M., & Sproedt, H. (2012). Playful collaboration (or not): using a game to grasp the social dynamics of open innovation in innovation and business education. J. Teach. Int. Bus., 23(2), 75e97. https://doi.org/10.1080/08975930.2012.718702- CARO, Pilar. Calidad. 4 ed. Bogotá: Mc Graw Hill, 2000. 350 p. Caton, H., & Greenhill, D. (2013). The Effects of Gamification on Student Attendance and Team Performance in a Third-Year Undergraduate Game Production Module. Academic Conferences International Limited. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/conference-papers-proceedings/effects-gamification-on-student-attendance-team/docview/1549957240/se-2?accountid=44394 Chou, Y.-K., 2016. Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont, CA, 499 pp. Conference on Research and Development in Information Retrieval, SIGIR’15, Association for Computing Machinery, New York, NY, USA, 2015, pp. 995–998, https://doi.org/10.1145/2766462.2767840. Czor, K. (2018). Taking Safety to the Next Level, with Gamification and More. Industry Week, https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/trade-journals/taking-safety-next-level-with-gamification-more/docview/2119954233/se-2 D. van Dijk, M. Tsagkias, M. de Rijke, Early detection of topical expertise in community question answering, Proceedings of the 38th International ACM SIGIR Date of last check: 15th of May 2014. Collaborative Research Centre 1026. Sustainable Manufacturing – Shaping Global Value Creation: Establishment Proposal 2012-2015. Dell Launches ITNinja to Provide Best Online Community Experience for IT Administrators. (2012, Mar 22). M2 Presswire https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/wire-feeds/dell-launches-itninja-provide-best-online/docview/929464632/se-2 Dyer, J., Furr, N., Lefrandt, C., & Howell, T. (2023). Why Innovation Depends on Intellectual Honesty. MIT Sloan Management Review, 64(2), 2-8. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/why-innovation-depends-on-intellectualhonesty/docview/2773531871/se-2 Gamified interactions: whether, when, and how games facilitate self–brand connections. J. Acad. Market. Sci. 46 (4), 652–673. Bielik, P., Tomlein, M., Kr´atk. Huotari K, Hamari J. A definition for gamification: anchoring gamification in the service marketing literature. Electron Mark 2017;27:21–31. Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31. https://doi.org/10.1007/s12525-015-0212-z INSTITUTO COLOMBIANO DE NORMAS TÉCNICAS Y CERTIFICACIÓN. Leche Entera. NTC 777. Bogotá: ICONTEC, 2000. 92 p. Kim, B. (2015). Designing Gamification in the Right Way. Library Technology Reports, 51(2), 29-0_3. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/designing-gamification-right-way/docview/1658221395/se-2 L. Fernando Capretz, Bringing the human factor to software engineering, IEEE Software 31 (2) (2014). 104–104 McDonald’s Restaurants Ltd, 2019. Monopoly Promotion at McDonald's UK 2019: Consumer Rules. https:// www.mcdonalds.com/gb/en-gb/terms-and-conditions/monopoly-consumer-rules.html. Accessed 17 July 2020. Mitchell, D. W., & Carol, B. C. (2004). Establishing a continuing business model innovation process. The Journal of Business Strategy, 25(3), 39-49. https://doi.org/10.1108/02756660410536991 OMS. (2015). Constitución de la Organización Mundial de la Salud. Ouyang, P., Wang, J., & Usman, A. (2022). The impact of gamification on the patient's engagement in the online health community. Aslib Journal of Information Management, 74(6), 1196-1213. https://doi.org/10.1108/AJIM-10-2021-0314 . Abdalkareem, E. Shihab, J. Rilling, What do developers use the crowd for a study using stack overflow, IEEE Software 34 (2) (2017) 53–60, https://doi.org/10.1109/MS.2017.31. Sailer M, Hense J, Mayr S, et al. How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction. Comput Hum Behav 2017;69:371–80. Seliger G. Sustainable Manufacturing: Shaping Global Value Creation, Springer, Berlin, 2012.Seliger G. Learnstruments in Value Creation Networks. http://www.sustainable-manufacturing.net/subproject-c5, online resource. Smart Education and e-Learning 2021 (pp. 97-110). Springer, Singapore. DOI: 10.1007/978-981-16-2834-4 9 [2] Sochor, R., Schick, T.S., Merkel, L., Braunreuther, S., Reinhart, G., 2020. Current Knowledge Management in Manual Assembly – Further Development by the Analytical Hierarchy Process, Incentive and Cognitive Assistance Systems, in: Proceedings of the 1st Conference on Production Systems and Logistics (CPSL 2020). CPSL 2020, Stellenbosch, South Africa. March 17‐20, Hannover. The effect of social support features and gamification on a Web-based intervention for rheumatoid arthritis patients: randomized controlled trial. Journal of Medical Internet Research 17 (1), e14. Baptista, G., Oliveira, T., 2017. Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Res. 27 (1), 118–139. Berger, A., Schlager, T., Sprott, D.E., Herrmann, A., 2018. Zhang, J., Jiang, Q., Zhang, W., Kang, L., Lowry, P. B., & Zhang, X. (2023). Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment: JMIS. Journal of Management Information Systems, 40(2), 401-439. https://doi.org/10.1080/07421222.2023.2196776. UCC Biblioteca. (s. f.). Bases de datos. Recuperado de https://ucc.edu.co/biblioteca/bases-de-datos Al Ghawail, E. A., Ben Yahia, S., and Alrzini, J. R. (2021). ”Gamification Model for Developing E-Learning in Libyan Higher Education”. Smart Education and e-Learning 2021 (pp. 97-110). Springer, Singapore. DOI: 10.1007/978-981-16-2834-4 9 [2] Alawadhi, A., Abu-Ayyash, E. A. (2021). ”Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE.” Education and Information Technologies,26(4), 3629-3658. https://doi.org/10.1007/s10639-020-10425-8. Sailer M, Hense J, Mayr S, et al. How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction. Comput Hum Behav 2017;69:371–80. Huotari K, Hamari J. A definition for gamification: anchoring gamification in the service marketing literature. Electron Mark 2017;27:21–31. Attef M, Harris E. Using gamified solutions in pediatric diabetes self-management. McDonald’s Restaurants Ltd, 2019. Monopoly Promotion at McDonald's UK 2019: Consumer Rules. https:// www.mcdonalds.com/gb/en-gb/terms-and-conditions/monopoly-consumer-rules.html. Accessed 17 July 2020. Chou, Y.-K., 2016. Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont, CA, 499 pp. Sochor, R., Schick, T.S., Merkel, L., Braunreuther, S., Reinhart, G., 2020. Current Knowledge Management in Manual Assembly – Further Development by the Analytical Hierarchy Process, Incentive and Cognitive Assistance Systems, in: Proceedings of the 1st Conference on Production Systems and Logistics (CPSL 2020). CPSL 2020, Stellenbosch, South Africa. March 17‐20, Hannover. Accenture, 2018. Consumer survey on digital health: US results. Available at: www. accenture.com/t20180306T103559Z_w_/us-en/_acnmedia/PDF-71/accenture-h ealth-2018-consumer-survey-digital-health.pdf (accessed 30 March 2018). Allam, A., Kostova, Z., Nakamoto, K., Schulz, P. J.., 2015. The effect of social support features and gamification on a Web-based intervention for rheumatoid arthritis patients: randomized controlled trial. Journal of Medical Internet Research 17 (1), e14. Baptista, G., Oliveira, T., 2017. Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Res. 27 (1), 118–139. Berger, A., Schlager, T., Sprott, D.E., Herrmann, A., 2018. Gamified interactions: whether, when, and how games facilitate self–brand connections. J. Acad. Market. Sci. 46 (4), 652–673. Bielik, P., Tomlein, M., Kr´atk. CARO, Pilar. Calidad. 4 ed. Bogotá: Mc Graw Hill, 2000. 350 p. INSTITUTO COLOMBIANO DE NORMAS TÉCNICAS Y CERTIFICACIÓN. Leche Entera. NTC 777. Bogotá: ICONTEC, 2000. 92 p. R. Abdalkareem, E. Shihab, J. Rilling, What do developers use the crowd for a study using stack overflow, IEEE Software 34 (2) (2017) 53–60, https://doi.org/10.1109/MS.2017.31. D. van Dijk, M. Tsagkias, M. de Rijke, Early detection of topical expertise in community question answering, Proceedings of the 38th International ACM SIGIR Conference on Research and Development in Information Retrieval, SIGIR’15, Association for Computing Machinery, New York, NY, USA, 2015, pp. 995–998, https://doi.org/10.1145/2766462.2767840. L. Fernando Capretz, Bringing the human factor to software engineering, IEEE Software 31 (2) (2014). 104–104 Abdel-Shafy, H.I., Mansour, M.S.M., 2018. Solid waste issue: sources, composition, disposal,recycling, and valorization. Egypt. J. Pet. 27, 1275–1290. https://doi.org/10.1016/j.ejpe.2018.07.003. Acheampong, R.A., Asabere, S., 2021. Simulating the co-emergence of urban spatial structure and commute patterns in an african metropolis: a geospatial agent-based model. Habitat Int. 110, 102343. https://doi.org/10.1016/j.habitatint.2021.102343. Agapiou, A., Vasileiou, A., Stylianou, M., Mikedi, K., Zorpas, A.A., 2020. Waste aroma profile in the framework of food waste management through household composting. J. Clean. Prod. 257, 120340. https://doi.org/10.1016/j.jclepro.2020.120340. Aylesworth, Andrew B. and Scott B. MacKenzie (1998), “Context Is Key: The Effect of Program-induced Mood on Thoughts About the Ad,” Journal of Advertising, 27, 2, 17–31. Bagozzi, Richard and Youjae Yi (2012), “Specification, Evaluation, and Interpretation of Structural Equation Models,” Journal of the Academy of Marketing Science, 40, 1, 8–34. Baker, Michael J. and Gilbert A. Churchill (1977), “The Impact of Physically Attractive Models on Advertising Evaluations,” Journal of Marketing Research, 14, 4, 538–55. An, D., Kreutzer, M., & Heidenreich, S. (2020). Always play against par? The effect of inter-team coopetition on individual team productivity. Ind. Market. Manag., 90, 155e169. https://doi.org/10.1016/j.indmarman.2020.06.009 Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: do points affect test performance? Comput. Educ., 83, 57e63. https://doi.org/10.1016/j.compedu.2014.12.012 Bansal, P., & Corley, K. G. (2011). The coming of age for qualitative research: embracing the diversity of qualitative methods. Acad. Manag. J., 54, 233e237. Barratt, M., Thomas, C., & Li, M. (2011). Qualitative case studies in operations management: trends, research outcomes, and future research implications. J.Oper. Manag., 29(4), 329e342. https://doi.org/10.1016/j.jom.2010.06.002 Bogers, M., & Sproedt, H. (2012). Playful collaboration (or not): using a game to grasp the social dynamics of open innovation in innovation and business education. J. Teach. Int. Bus., 23(2), 75e97. https://doi.org/10.1080/08975930.2012.718702- Seliger G. Sustainable Manufacturing: Shaping Global Value Creation, Springer, Berlin, 2012. Seliger G. Learnstruments in Value Creation Networks. http://www.sustainable-manufacturing.net/subproject-c5, online resource. Date of last check: 15th of May 2014. Collaborative Research Centre 1026. Sustainable Manufacturing – Shaping Global Value Creation: Establishment Proposal 2012-2015. Dyer, J., Furr, N., Lefrandt, C., & Howell, T. (2023). Why Innovation Depends on Intellectual Honesty. MIT Sloan Management Review, 64(2), 2-8. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/why-innovation-depends-on-intellectualhonesty/docview/2773531871/se-2 Czor, K. (2018). Taking Safety to the Next Level, with Gamification and More. Industry Week, https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/trade-journals/taking-safety-next-level-with-gamification-more/docview/2119954233/se-2 Zhang, J., Jiang, Q., Zhang, W., Kang, L., Lowry, P. B., & Zhang, X. (2023). Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment: JMIS. Journal of Management Information Systems, 40(2), 401-439. https://doi.org/10.1080/07421222.2023.2196776. Dell Launches ITNinja to Provide Best Online Community Experience for IT Administrators. (2012, Mar 22). M2 Presswire https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/wire-feeds/dell-launches-itninja-provide-best-online/docview/929464632/se-2 Caton, H., & Greenhill, D. (2013). The Effects of Gamification on Student Attendance and Team Performance in a Third-Year Undergraduate Game Production Module. Academic Conferences International Limited. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/conference-papers-proceedings/effects-gamification-on-student-attendance-team/docview/1549957240/se-2?accountid=44394 Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31. https://doi.org/10.1007/s12525-015-0212-z Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/effect-gamification-on-motivation-engagement/docview/1977184867/se-2 Kim, B. (2015). Designing Gamification in the Right Way. Library Technology Reports, 51(2), 29-0_3. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/designing-gamification-right-way/docview/1658221395/se-2 Mitchell, D. W., & Carol, B. C. (2004). Establishing a continuing business model innovation process. The Journal of Business Strategy, 25(3), 39-49. https://doi.org/10.1108/02756660410536991 Ouyang, P., Wang, J., & Usman, A. (2022). The impact of gamification on the patient's engagement in the online health community. Aslib Journal of Information Management, 74(6), 1196-1213. https://doi.org/10.1108/AJIM-10-2021-0314 |
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Morales Méndez, Jonathan DavidFlórez Mantilla, Luisa Fernanda2024-01-29T13:30:38Z2024-01-29T13:30:38Z2024-01-29Flórez Mantilla, L. F. (2023). Herramientas de gamificación aplicadas en la innovación [Tesis de pregrado, Universidad Cooperativa de Colombia]. Repositorio Institucional Universidad Cooperativa de Colombia. https://repository.ucc.edu.co/handle/20.500.12494/54048https://hdl.handle.net/20.500.12494/54048Universidad Cooperativa de ColombiaLos estudiantes de Farmacia en la Universidad Islámica Alasmarya de Libia realizaron una investigación aplicada a 30 mujeres estudiantes de primer semestre de la misma carrera, donde queria medir la efectividad de utilizar el juego Kahoot! en el desarrollo del logro cognitivo de donde aplicaban la gamificación de la innovación en juegos para aprender, en este caso se usó la aplicación de Kahoot, que se utiliza principalmente en entornos educativos para crear y aprender de manera divertida por medio de cuestionarios. Se recopilaron datos a través de un cuestionario de 20 ítems y entrevistas para evaluar la percepción de los estudiantes sobre la aplicación. Los resultados mostraron que los estudiantes se involucraron activamente en las lecciones de química, aprendieron efectivamente sobre pesos moleculares y disfrutaron de la química básica. En el artículo podemos encontrar una revisión de la literatura sobre gamificación y destaca la importancia de satisfacer las necesidades psicológicas de los estudiantes en la educación. El impacto que tuvo la utilización de estas plataformas ha sido positivo en la atención, la interacción, la competencia, el anonimato y la retención del conocimiento de los estudiantes El objetivo principal del estudio fue identificar los efectos específicos de los elementos de diseño de Kahoot! en la satisfacción de las necesidades psicológicas de los estudiantes y promover su compromiso y motivación.PregradoAdministrador de Empresasapplication/pdfspaUniversidad Cooperativa de Colombia, Facultad de Ciencias Económicas, Administrativas y Contables, Administración de Empresas, BucaramangaSantanderAdministración de EmpresasCiencias Económicas, Administrativas y ContablesBucaramangaBucaramangaHerramientas de gamificación aplicadas en la innovaciónTrabajo de grado - Pregradohttp://purl.org/coar/resource_type/c_7a1fTextinfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/acceptedVersionAbdel-Shafy, H.I., Mansour, M.S.M., 2018. Solid waste issue: sources, composition, disposal,recycling, and valorization. Egypt. J. Pet. 27, 1275–1290. https://doi.org/10.1016/j.ejpe.2018.07.003.Accenture, 2018. Consumer survey on digital health: US results. Available at: www. accenture.com/t20180306T103559Z_w_/us-en/_acnmedia/PDF-71/accenture-h ealth-2018-consumer-survey-digital-health.pdf (accessed 30 March 2018). Allam, A., Kostova, Z., Nakamoto, K., Schulz, P. J.., 2015.Acheampong, R.A., Asabere, S., 2021. Simulating the co-emergence of urban spatial structure and commute patterns in an african metropolis: a geospatial agent-based model. Habitat Int. 110, 102343. https://doi.org/10.1016/j.habitatint.2021.102343.Agapiou, A., Vasileiou, A., Stylianou, M., Mikedi, K., Zorpas, A.A., 2020. Waste aroma profile in the framework of food waste management through household composting. J. Clean. Prod. 257, 120340. https://doi.org/10.1016/j.jclepro.2020.120340.Al Ghawail, E. A., Ben Yahia, S., and Alrzini, J. R. (2021). ”Gamification Model for Developing E-Learning in Libyan Higher Education”.Alawadhi, A., Abu-Ayyash, E. A. (2021). ”Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE.”Education and Information Technologies,26(4), 3629-3658. https://doi.org/10.1007/s10639-020-10425-8.Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/effect-gamification-on-motivation-engagement/docview/1977184867/se-2An, D., Kreutzer, M., & Heidenreich, S. (2020). Always play against par? The effect of inter-team coopetition on individual team productivity. Ind. Marke t. Manag., 90, 155e169. https://doi.org/10.1016/j.indmarman.2020.06.009Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: do points affect test performance? Comput. Educ., 83, 57e63. https://doi.org/10.1016/j.compedu.2014.12.012 Attef M, Harris E. Using gamified solutions in pediatric diabetes self-management.Aylesworth, Andrew B. and Scott B. MacKenzie (1998), “Context Is Key: The Effect of Program-induced Mood on Thoughts About the Ad,” Journal of Advertising, 27, 2, 17–31.Bagozzi, Richard and Youjae Yi (2012), “Specification, Evaluation, an Interpretation of Structural Equation Models,” Journal of the Academy of Marketing Science, 40, 1, 8–34.Baker, Michael J. and Gilbert A. Churchill (1977), “The Impact of Physically Attractive Models on Advertising Evaluations,” Journal of Marketing Research, 14, 4, 538–55.Bansal, P., & Corley, K. G. (2011). The coming of age for qualitative research: embracing the diversity of qualitative methods. Acad. Manag. J., 54, 233e237.Barratt, M., Thomas, C., & Li, M. (2011). Qualitative case studies in operations management: trends, research outcomes, and future research implications. J.Oper. Manag., 29(4), 329e342. https://doi.org/10.1016/j.jom.2010.06.002Bogers, M., & Sproedt, H. (2012). Playful collaboration (or not): using a game to grasp the social dynamics of open innovation in innovation and business education. J. Teach. Int. Bus., 23(2), 75e97. https://doi.org/10.1080/08975930.2012.718702-CARO, Pilar. Calidad. 4 ed. Bogotá: Mc Graw Hill, 2000. 350 p. Caton, H., & Greenhill, D. (2013). The Effects of Gamification on Student Attendance and Team Performance in a Third-Year Undergraduate Game Production Module. Academic Conferences International Limited. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/conference-papers-proceedings/effects-gamification-on-student-attendance-team/docview/1549957240/se-2?accountid=44394Chou, Y.-K., 2016. Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont, CA, 499 pp. Conference on Research and Development in Information Retrieval, SIGIR’15, Association for Computing Machinery, New York, NY, USA, 2015, pp. 995–998, https://doi.org/10.1145/2766462.2767840.Czor, K. (2018). Taking Safety to the Next Level, with Gamification and More. Industry Week, https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/trade-journals/taking-safety-next-level-with-gamification-more/docview/2119954233/se-2 D. van Dijk, M. Tsagkias, M. de Rijke, Early detection of topical expertise in community question answering, Proceedings of the 38th International ACM SIGIR Date of last check: 15th of May 2014. Collaborative Research Centre 1026. Sustainable Manufacturing – Shaping Global Value Creation: Establishment Proposal 2012-2015. Dell Launches ITNinja to Provide Best Online Community Experience for IT Administrators. (2012, Mar 22). M2 Presswire https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/wire-feeds/dell-launches-itninja-provide-best-online/docview/929464632/se-2Dyer, J., Furr, N., Lefrandt, C., & Howell, T. (2023). Why Innovation Depends on Intellectual Honesty. MIT Sloan Management Review, 64(2), 2-8. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/why-innovation-depends-on-intellectualhonesty/docview/2773531871/se-2 Gamified interactions: whether, when, and how games facilitate self–brand connections.J. Acad. Market. Sci. 46 (4), 652–673. Bielik, P., Tomlein, M., Kr´atk. Huotari K, Hamari J. A definition for gamification: anchoring gamification in the service marketing literature. Electron Mark 2017;27:21–31.Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31. https://doi.org/10.1007/s12525-015-0212-zINSTITUTO COLOMBIANO DE NORMAS TÉCNICAS Y CERTIFICACIÓN. Leche Entera. NTC 777. Bogotá: ICONTEC, 2000. 92 p. Kim, B. (2015). Designing Gamification in the Right Way. Library Technology Reports, 51(2), 29-0_3. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/designing-gamification-right-way/docview/1658221395/se-2L. Fernando Capretz, Bringing the human factor to software engineering, IEEE Software 31 (2) (2014). 104–104 McDonald’s Restaurants Ltd, 2019. Monopoly Promotion at McDonald's UK 2019: Consumer Rules. https:// www.mcdonalds.com/gb/en-gb/terms-and-conditions/monopoly-consumer-rules.html. Accessed 17 July 2020.Mitchell, D. W., & Carol, B. C. (2004). Establishing a continuing business model innovation process. The Journal of Business Strategy, 25(3), 39-49. https://doi.org/10.1108/02756660410536991OMS. (2015). Constitución de la Organización Mundial de la Salud.Ouyang, P., Wang, J., & Usman, A. (2022). The impact of gamification on the patient's engagement in the online health community. Aslib Journal of Information Management, 74(6), 1196-1213. https://doi.org/10.1108/AJIM-10-2021-0314. Abdalkareem, E. Shihab, J. Rilling, What do developers use the crowd for a study using stack overflow, IEEE Software 34 (2) (2017) 53–60, https://doi.org/10.1109/MS.2017.31.Sailer M, Hense J, Mayr S, et al. How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction. Comput Hum Behav 2017;69:371–80.Seliger G. Sustainable Manufacturing: Shaping Global Value Creation, Springer, Berlin, 2012.Seliger G. Learnstruments in Value Creation Networks. http://www.sustainable-manufacturing.net/subproject-c5, online resource.Smart Education and e-Learning 2021 (pp. 97-110). Springer, Singapore. DOI: 10.1007/978-981-16-2834-4 9 [2]Sochor, R., Schick, T.S., Merkel, L., Braunreuther, S., Reinhart, G., 2020. Current Knowledge Management in Manual Assembly – Further Development by the Analytical Hierarchy Process, Incentive and Cognitive Assistance Systems, in: Proceedings of the 1st Conference on Production Systems and Logistics (CPSL 2020). CPSL 2020, Stellenbosch, South Africa. March 17‐20, Hannover.The effect of social support features and gamification on a Web-based intervention for rheumatoid arthritis patients: randomized controlled trial. Journal of Medical Internet Research 17 (1), e14. Baptista, G., Oliveira, T., 2017.Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Res. 27 (1), 118–139. Berger, A., Schlager, T., Sprott, D.E., Herrmann, A., 2018.Zhang, J., Jiang, Q., Zhang, W., Kang, L., Lowry, P. B., & Zhang, X. (2023). Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment: JMIS. Journal of Management Information Systems, 40(2), 401-439. https://doi.org/10.1080/07421222.2023.2196776.UCC Biblioteca. (s. f.). Bases de datos. Recuperado de https://ucc.edu.co/biblioteca/bases-de-datos Al Ghawail, E. A., Ben Yahia, S., and Alrzini, J. R. (2021). ”Gamification Model for Developing E-Learning in Libyan Higher Education”. Smart Education and e-Learning 2021 (pp. 97-110). Springer, Singapore. DOI: 10.1007/978-981-16-2834-4 9 [2]Alawadhi, A., Abu-Ayyash, E. A. (2021). ”Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE.” Education and Information Technologies,26(4), 3629-3658. https://doi.org/10.1007/s10639-020-10425-8.Sailer M, Hense J, Mayr S, et al. How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction. Comput Hum Behav 2017;69:371–80.Huotari K, Hamari J. A definition for gamification: anchoring gamification in the service marketing literature. Electron Mark 2017;27:21–31.Attef M, Harris E. Using gamified solutions in pediatric diabetes self-management.McDonald’s Restaurants Ltd, 2019. Monopoly Promotion at McDonald's UK 2019: Consumer Rules. https:// www.mcdonalds.com/gb/en-gb/terms-and-conditions/monopoly-consumer-rules.html. Accessed 17 July 2020.Chou, Y.-K., 2016. Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont, CA, 499 pp.Sochor, R., Schick, T.S., Merkel, L., Braunreuther, S., Reinhart, G., 2020. Current Knowledge Management in Manual Assembly – Further Development by the Analytical Hierarchy Process, Incentive and Cognitive Assistance Systems, in: Proceedings of the 1st Conference on Production Systems and Logistics (CPSL 2020). CPSL 2020, Stellenbosch, South Africa. March 17‐20, Hannover.Accenture, 2018. Consumer survey on digital health: US results. Available at: www. accenture.com/t20180306T103559Z_w_/us-en/_acnmedia/PDF-71/accenture-h ealth-2018-consumer-survey-digital-health.pdf (accessed 30 March 2018). Allam, A., Kostova, Z., Nakamoto, K., Schulz, P. J.., 2015.The effect of social support features and gamification on a Web-based intervention for rheumatoid arthritis patients: randomized controlled trial. Journal of Medical Internet Research 17 (1), e14. Baptista, G., Oliveira, T., 2017.Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Res. 27 (1), 118–139. Berger, A., Schlager, T., Sprott, D.E., Herrmann, A., 2018.Gamified interactions: whether, when, and how games facilitate self–brand connections. J. Acad. Market. Sci. 46 (4), 652–673. Bielik, P., Tomlein, M., Kr´atk.CARO, Pilar. Calidad. 4 ed. Bogotá: Mc Graw Hill, 2000. 350 p. INSTITUTO COLOMBIANO DE NORMAS TÉCNICAS Y CERTIFICACIÓN. Leche Entera. NTC 777. Bogotá: ICONTEC, 2000. 92 p.R. Abdalkareem, E. Shihab, J. Rilling, What do developers use the crowd for a study using stack overflow, IEEE Software 34 (2) (2017) 53–60, https://doi.org/10.1109/MS.2017.31.D. van Dijk, M. Tsagkias, M. de Rijke, Early detection of topical expertise in community question answering, Proceedings of the 38th International ACM SIGIRConference on Research and Development in Information Retrieval, SIGIR’15, Association for Computing Machinery, New York, NY, USA, 2015, pp. 995–998, https://doi.org/10.1145/2766462.2767840.L. Fernando Capretz, Bringing the human factor to software engineering, IEEE Software 31 (2) (2014). 104–104Abdel-Shafy, H.I., Mansour, M.S.M., 2018. Solid waste issue: sources, composition, disposal,recycling, and valorization. Egypt. J. Pet. 27, 1275–1290. https://doi.org/10.1016/j.ejpe.2018.07.003.Acheampong, R.A., Asabere, S., 2021. Simulating the co-emergence of urban spatial structure and commute patterns in an african metropolis: a geospatial agent-based model. Habitat Int. 110, 102343. https://doi.org/10.1016/j.habitatint.2021.102343.Agapiou, A., Vasileiou, A., Stylianou, M., Mikedi, K., Zorpas, A.A., 2020. Waste aroma profile in the framework of food waste management through household composting. J. Clean. Prod. 257, 120340. https://doi.org/10.1016/j.jclepro.2020.120340.Aylesworth, Andrew B. and Scott B. MacKenzie (1998), “Context Is Key: The Effect of Program-induced Mood on Thoughts About the Ad,” Journal of Advertising, 27, 2, 17–31.Bagozzi, Richard and Youjae Yi (2012), “Specification, Evaluation, and Interpretation of Structural Equation Models,” Journal of the Academy of Marketing Science, 40, 1, 8–34.Baker, Michael J. and Gilbert A. Churchill (1977), “The Impact of Physically Attractive Models on Advertising Evaluations,” Journal of Marketing Research, 14, 4, 538–55.An, D., Kreutzer, M., & Heidenreich, S. (2020). Always play against par? The effect of inter-team coopetition on individual team productivity. Ind. Market. Manag., 90, 155e169. https://doi.org/10.1016/j.indmarman.2020.06.009Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: do points affect test performance? Comput. Educ., 83, 57e63. https://doi.org/10.1016/j.compedu.2014.12.012Bansal, P., & Corley, K. G. (2011). The coming of age for qualitative research: embracing the diversity of qualitative methods. Acad. Manag. J., 54, 233e237.Barratt, M., Thomas, C., & Li, M. (2011). Qualitative case studies in operations management: trends, research outcomes, and future research implications. J.Oper. Manag., 29(4), 329e342. https://doi.org/10.1016/j.jom.2010.06.002Bogers, M., & Sproedt, H. (2012). Playful collaboration (or not): using a game to grasp the social dynamics of open innovation in innovation and business education. J. Teach. Int. Bus., 23(2), 75e97. https://doi.org/10.1080/08975930.2012.718702-Seliger G. Sustainable Manufacturing: Shaping Global Value Creation, Springer, Berlin, 2012.Seliger G. Learnstruments in Value Creation Networks. http://www.sustainable-manufacturing.net/subproject-c5, online resource.Date of last check: 15th of May 2014. Collaborative Research Centre 1026. Sustainable Manufacturing – Shaping Global Value Creation: Establishment Proposal 2012-2015.Dyer, J., Furr, N., Lefrandt, C., & Howell, T. (2023). Why Innovation Depends on Intellectual Honesty. MIT Sloan Management Review, 64(2), 2-8. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/why-innovation-depends-on-intellectualhonesty/docview/2773531871/se-2Czor, K. (2018). Taking Safety to the Next Level, with Gamification and More. Industry Week, https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/trade-journals/taking-safety-next-level-with-gamification-more/docview/2119954233/se-2Zhang, J., Jiang, Q., Zhang, W., Kang, L., Lowry, P. B., & Zhang, X. (2023). Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment: JMIS. Journal of Management Information Systems, 40(2), 401-439. https://doi.org/10.1080/07421222.2023.2196776.Dell Launches ITNinja to Provide Best Online Community Experience for IT Administrators. (2012, Mar 22). M2 Presswire https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/wire-feeds/dell-launches-itninja-provide-best-online/docview/929464632/se-2Caton, H., & Greenhill, D. (2013). The Effects of Gamification on Student Attendance and Team Performance in a Third-Year Undergraduate Game Production Module. Academic Conferences International Limited. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/conference-papers-proceedings/effects-gamification-on-student-attendance-team/docview/1549957240/se-2?accountid=44394Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31. https://doi.org/10.1007/s12525-015-0212-zAlsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/effect-gamification-on-motivation-engagement/docview/1977184867/se-2Kim, B. (2015). Designing Gamification in the Right Way. Library Technology Reports, 51(2), 29-0_3. https://bbibliograficas.ucc.edu.co/login?url=https://www.proquest.com/scholarly-journals/designing-gamification-right-way/docview/1658221395/se-2Mitchell, D. W., & Carol, B. C. (2004). Establishing a continuing business model innovation process. The Journal of Business Strategy, 25(3), 39-49. https://doi.org/10.1108/02756660410536991Ouyang, P., Wang, J., & Usman, A. (2022). The impact of gamification on the patient's engagement in the online health community. Aslib Journal of Information Management, 74(6), 1196-1213. https://doi.org/10.1108/AJIM-10-2021-0314info:eu-repo/semantics/openAccessAtribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0)http://purl.org/coar/access_right/c_abf2GamificacionInnovacionKahootAprendizajePublicationORIGINAL2023_Flórez_herramientas_gamificación_aplicadas.pdf2023_Flórez_herramientas_gamificación_aplicadas.pdfTrabajo de gradoapplication/pdf856761https://repository.ucc.edu.co/bitstreams/64fd3e15-782e-4820-a6c0-82f2fa24d346/download38c4b9e543c6536e69d988e0664533acMD512023_Flórez_herramientas_gamificación_aplicadas-licencia.pdf2023_Flórez_herramientas_gamificación_aplicadas-licencia.pdfLicencia de usoapplication/pdf697316https://repository.ucc.edu.co/bitstreams/36598d13-cdc0-49e1-8df5-86ac701f9649/download3db17060733e4da5452ced2e1d7f0788MD522023_Florez_herramientas_gamificacion_aplicadas-acta.pdf2023_Florez_herramientas_gamificacion_aplicadas-acta.pdfActa de 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