Gamificación en ambientes masivos de Innovación Abierta en el área de sustentabilidad energética

Autor: G. Elvira, Rincón Flores
Přispěvatelé: Ramírez Montoya, María Soledad, Mena Marcos, Juan José
Rok vydání: 2019
Předmět:
Zdroj: GREDOS. Repositorio Institucional de la Universidad de Salamanca
instname
DOI: 10.14201/gredos.140342
Popis: [EN]One of the main concerns affecting societies worldwide revolves around the theme of energy and sustainability. Like any biological organism, nations require to pay attention to this component to live, develop and grow. In response to this need, an increasing technological development has taken place in the last decades to change the use and production of conventional energy for clean and sustainable energy. The processes to transform the conventional clean and sustainable energy have brought changes that have affected the political, social, economic and educational sectors. Such is the case of Mexico. Some experts have considered that the energy reform (both in the hydrocarbons sector as well as in the electricity sector) has been one of the most critical changes in the country for the last 70 years, due to its implications in the economic, political, social, and educational sectors. One the actions taken was the strategic training program of human resources around energy themes was the creation of 135 thousand direct jobs and 365 thousand indirect jobs within the energy sector. In this sense, Mexico is under a profound reform towards the use of new technologies and specialized trainning. Additionally, this reform requires citizens to understand the energy reform and its implications to serve with more efficient administrative processes derived from this reform, as well as to develop business opportunities. At the same time, it is important that society in general meet the need and the implications of the energy reform so that the change process flow in the best possible harmony. In this sense, and given the urgent need to massively education in terms of the energy reform, as well as on issues of energy and sustainability, the project "bi-national laboratory for intelligent management of energy sustainability” as well as its" Technological training program” was launched in 2016 with the purpose to set a world class competitive sector. The project involved the Mexican Secretary of Energy, the National Council of Science and Technology, and the Tecnologico de Monterrey as an educational entity. The project consists of thirteen sub-projects, one of them corresponds to the open, interdisciplinary, and collaborative innovation to teach about sustainable energy through massive, open and courses (MOOCs). This sub-project have definetly impacted the academic, business and social communities of Mexico, raising awareness of the need for an energy reform, as well as the sustainable energy options. To meet this goal, there were twelve MOOC courses, but only one of them: conventional energies, clean and its technology was used for the purposes of the present research. Within the MOOC design goals was to include innovative teaching strategies such as the gamification in order to promote the motivation and learning of the participants. So, focused on the strategy of Gamification challenges and its relation with the variable partner-based demographic and academic, with the purpose of creating a model that can be transferable in the design, development and implementation of this, or other strategies teaching in open innovation, as the MOOC environments. To meet the objectives of the research, it was decided to develop a theoretical framework formed by the constructs: open, interdisciplinary, and collaborative innovation the MOOC as environments of open innovation and the role of the Gamification in education. Likewise, we opted for a mixed method approach, with a predominance of quantitative methods (QUAN-Qual). During the course Conventional energies, clean and its technology, 4819 students were enrolled and it was carried out with a sample of 1209, which corresponded to the participants who at least made an activity during the course. The instruments and strategies for data collection consisted of questionnaires, interviews, meaningful analysis of the alternative responses to the challenge gamificated by students and the analyses of the course. As a result of the research, proposes a model for the design, development, implementation and evaluation of innovative teaching strategies, such as the gamification, in environments of open innovation (MOOCs). Which aims to give a contribution to scientific knowledge, in such a way that a point of reference for the development of architecture teaching in this type of educational environments
Databáze: OpenAIRE