Diseño de relatos gamificados con realidad aumentada en la formación inicial docente

[EN] This study is the result of a funded research project focusing on Gamified Stories with Augmented Reality for enhancing the competencies of students doing undergraduate and master’s degrees in education. It used a quantitative, descriptive, correlational, inferential methodology to assess the p...

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Detalles Bibliográficos
Autores: Del Moral Pérez, M. Esther, López-Bouzas, Nerea, Castañeda Fernández, Jonathan
Tipo de recurso: artículo
Fecha de publicación:2022
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:español
OAI Identifier:oai:riunet.upv.es:10251/191239
Acceso en línea:https://riunet.upv.es/handle/10251/191239
Access Level:acceso abierto
Palabra clave:Digital storytelling
Gamification
Augmented reality
Digital competence
Didactic competence
Creative competence
Socio-collaborative competence
Teacher training
Relatos digitales
Gamificación
Realidad aumentada
Competencia digital
Competencia didáctica
Competencia creativa
Competencia socio-colaborativa
Formación del profesorado
Descripción
Sumario:[EN] This study is the result of a funded research project focusing on Gamified Stories with Augmented Reality for enhancing the competencies of students doing undergraduate and master’s degrees in education. It used a quantitative, descriptive, correlational, inferential methodology to assess the participants’ (N=62) competency levels demonstrated through their gamified, augmented stories. The ad hoc designed instrument (α=0.971) has 32 indicators for assessing the students’ digital, didactic, creative, and sociocollaborative competencies, along with their gamification skills. The gamified stories the students designed indicated that they had moderate-high levels of competencies. The highest scores were in didactic and digital competencies, associated with proper use of technology and incorporating it appropriately into the curriculum. The students’ creations showed their skills in combining narrative plots with the mechanics, dynamics, and aesthetics of games, and demonstrated high levels of creative skills. There was a strong correlation between the competencies involved in the design of the gamified augmented stories. Multiple linear regression analysis indicated that didactic and creative competencies significantly predicted the results of digital competencies. In addition, many of the competency indicators explain the students’ gamification skills (R2 =0.974). In conclusion, this project was an opportunity for future teachers to practice their skills using active methodologies, digital resources, and augmented reality to create gamified stories.