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Learning of Information Technologies in Administration Sciences through gamification techniques

机译:游戏技术学习管理科学中的信息技术

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The present research addresses the difficulty in learning the information technologies of university students in the business area, through the inclusion of learning support tools that make use of gamification as a potential differentiator. The gamification techniques have multiple advantages especially when applied in educational processes, whether in engineering, health, among others. For the experimentation was made with a universe of 78 undergraduate students of the career Auditor Accountant of a Chilean university. The sample was divided into 40 students for one experimental group and 38 students for the control group, where those from the experimental group used learning tools that included gamification and the control group applied tools that did not include the gamification component. The results obtained showed that those students belonging to the experimental group were significantly better than the control group, thus generating a contribution to their learning process.
机译:目前的研究解决了难以学习商业区的大学生信息技术,通过包括使用游戏化作为潜在的区分者的学习支持工具。游戏化技术尤其具有多种优点,特别是当在教育过程中应用,无论是在工程,健康等方面。对于实验,由智利大学职业审计员会计师78名本科学生的宇宙制成。该样本分为40名实验组和38名学生的对照组,其中来自实验组使用的学习工具,包括游戏处理和不包括游戏处理组件的控制组应用工具。所获得的结果表明,属于实验组的学生明显优于对照组,从而为其学习过程产生贡献。

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