Please use this identifier to cite or link to this item: http://hdl.handle.net/10553/120836
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dc.contributor.authorAguiar Castillo, Carmen Lidiaen_US
dc.contributor.authorArce-Santana, Edgaren_US
dc.contributor.authorGuerra-Yanez, Carlosen_US
dc.contributor.authorGuerra Yanez, Victoren_US
dc.contributor.authorPérez Jiménez, Rafaelen_US
dc.date.accessioned2023-03-03T11:21:04Z-
dc.date.available2023-03-03T11:21:04Z-
dc.date.issued2022en_US
dc.identifier.issn1868-8799en_US
dc.identifier.urihttp://hdl.handle.net/10553/120836-
dc.description.abstractThe current situation in the world with the COVID-19 pandemic has reinforced a pre-existing trend based on increasing the use of gamification tools in education to motivate students. In this work, a study based on a Markov model is proposed to assess motivation during the training process in higher education. The evolution of Faculty of Business Administration graduates when using a gamified smartphone application (HEgameApp) has been measured. The behavior of graduates is assessed through collaboration in fora created by HegameApp, and the recognition given by their classmates. A utility function is defined to obtain a statistical estimator used in the assignment of motivational states of the study participants. In addition, a decrement function is assigned to the value of the components of the utility function to estimate the time variation of motivation during the process of knowledge assimilation. The proposed solution shows that when graduates are involved in using the app, they significantly increase their academic outcomes and satisfaction while receiving the lectures. In addition, the positive feedback perceived through the application fora has a measurable effect on their motivation.en_US
dc.languageengen_US
dc.relation.ispartofInternational Journal of Emerging Technologies in Learningen_US
dc.sourceInternational Journal of Emerging Technologies in Learning [ISSN 1868-8799], v. 17 (13), p. 17-34, (2022)en_US
dc.subject531204 Educaciónen_US
dc.subject.otherGamificationen_US
dc.subject.otherHigher educationen_US
dc.subject.otherMarkov modelen_US
dc.subject.otherMobile learningen_US
dc.titleGamification: A Motivation Metric Based in a Markov Modelen_US
dc.typeinfo:eu-repo/semantics/articleen_US
dc.typeArticleen_US
dc.identifier.doi10.3991/ijet.v17i13.30781en_US
dc.identifier.scopus2-s2.0-85134419297-
dc.contributor.orcid#NODATA#-
dc.contributor.orcid#NODATA#-
dc.contributor.orcid#NODATA#-
dc.contributor.orcid#NODATA#-
dc.contributor.orcid#NODATA#-
dc.description.lastpage34en_US
dc.identifier.issue13-
dc.description.firstpage17en_US
dc.relation.volume17en_US
dc.investigacionCiencias Sociales y Jurídicasen_US
dc.type2Artículoen_US
dc.description.numberofpages18en_US
dc.utils.revisionen_US
dc.identifier.ulpgcen_US
dc.contributor.buulpgcBU-ECOen_US
dc.description.sjr0,536
dc.description.sjrqQ2
dc.description.esciESCI
dc.description.miaricds9,7
item.grantfulltextopen-
item.fulltextCon texto completo-
crisitem.author.deptGIR IDeTIC: División de Fotónica y Comunicaciones-
crisitem.author.deptIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.deptGIR IDeTIC: División de Fotónica y Comunicaciones-
crisitem.author.deptIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.deptGIR IDeTIC: División de Fotónica y Comunicaciones-
crisitem.author.deptIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.deptDepartamento de Señales y Comunicaciones-
crisitem.author.orcid0000-0002-9938-0386-
crisitem.author.orcid0000-0002-6264-7577-
crisitem.author.orcid0000-0002-8849-592X-
crisitem.author.parentorgIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.parentorgIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.parentorgIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.fullNameAguiar Castillo, Carmen Lidia-
crisitem.author.fullNameGuerra Yanez, Victor-
crisitem.author.fullNamePérez Jiménez, Rafael-
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