Published
2020-12-20

How to Cite

Munévar, P. A. ., Pedraza , C. E. ., Aranda , D. F. ., Granados , J. R. ., Buitrago , P. A. ., Samper, L. F. ., Montenegro, C. E., & Gaona, P. A. . (2020). Pedagogical, didactic and technological characteristics for the design of gamified systems based on user experience in virtual education. Publicaciones E Investigación, 14(3). https://doi.org/10.22490/25394088.4507
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Pedagogical, didactic and technological characteristics for the design of gamified systems based on user experience in virtual education

DOI: https://doi.org/10.22490/25394088.4507
Section
Article
Pablo Alexander Munévar Universidad Nacional Abierta y Distancia - UNAD
Clara Esperanza Pedraza Universidad Nacional Abierta y Distancia - UNAD
Diego Fernando Aranda Universidad Nacional Abierta y Distancia - UNAD
Javier Reina Granados Universidad Nacional Abierta y Distancia - UNAD
Paola Andrea Buitrago Universidad Nacional Abierta y Distancia - UNAD
Luis Fernando Samper Universidad Nacional Abierta y Distancia - UNAD
Carlos Enrique Montenegro Universidad Distrital Francisco José de Caldas
Paulo Alonso Gaona Universidad Distrital Francisco José de Caldas

This paper is part of the progress results of a research project supported by MinCiencias and the Antioquia Government, which focuses on the development of a gamified system, which is theoretically supported by emerging and current trends such as Deep Learning, artificial intelligence, big data and user experience focused on strengthening quality in virtual education.

 

Under a SCRUM-type methodology, a set of phases is defined, ranging from exploration, identification of variables and categories, system development, piloting, and validation to be brought to a level of technological maturity type TRL3. This methodology has generated the work path and design from architectural and modeling aspects of the development of a gamified system, from its idea to its development and implementation.

 

The relationships between the results of the articulation between engineering, education and the sciences of social behavior, are approached from emerging models, and exponential technologies that allow establishing favorable elements for the development of platforms, applications and pedagogical and didactic innovations which, as in this case, strengthen the processes focused on retention and permanence as a factor associated with reducing student dropout.