Determinantes de la aceptación de la gamificación en la educación superior: un modelo empírico

Autores/as

DOI:

https://doi.org/10.5944/ried.28.1.41565

Palabras clave:

gamificación, educación contable, teoría de la autodeterminación, Modelo de Aceptación de la Tecnología, SEM, simulador

Resumen

En los últimos años, la literatura académica sugiere la necesidad de innovar en los enfoques pedagógicos, especialmente en la enseñanza superior, con el objetivo de mejorar los resultados de aprendizaje de las generaciones más jóvenes. En este sentido, la gamificación, que combina motivación intrínseca y extrínseca, surge como una herramienta con el potencial de satisfacer las expectativas de los estudiantes más jóvenes. Este estudio se centra en analizar los factores que influyen en la aceptación de la gamificación por parte de los estudiantes universitarios, empleando la teoría de la autodeterminación y el modelo de aceptación de la tecnológica. La combinación de ambas teorías ha permitido proponer y testar un modelo explicativo utilizando ecuaciones estructurales para analizar las relaciones de causalidad entre los constructos, proporcionando una comprensión más robusta y detallada de los factores que influyen en la aceptación de la gamificación en el contexto de aplicación. Los resultados del estudio sugieren que el aprendizaje colaborativo mejora la facilidad de uso percibida, la utilidad percibida, la actitud y la intención de uso de los estudiantes. Además, la competencia percibida aumenta la utilidad percibida y la autonomía mejora la facilidad de uso. Estos hallazgos proporcionan una perspectiva valiosa al objetivo de estudio debido a la metodología empleada y subrayan la importancia de entender los factores que afectan la aceptación de la gamificación. Comprender estos factores permitirá a los educadores y desarrolladores de juegos diseñar estrategias más efectivas, no solo en contabilidad, sino también en otras disciplinas de la educación superior.

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Biografía del autor/a

Carmen-María Queiro-Ameijeiras, Universidad Internacional de Valencia, VIU (España) y Universitat Politècnica de València, UPV (España)

Directora del Máster en Dirección y Gestión Financiera en VIU, con trayectoria en los sectores académico y empresarial. Su investigación se centra en metodologías docentes como la gamificación. Colabora en proyectos de innovación educativa y cuenta con publicaciones en artículos, capítulos de libros, y presentaciones en congresos nacionales e internacionales.

Elies Seguí-Mas, Universitat Politécnica de València, UPV (España)

Profesor Titular de Economía Financiera y Contabilidad en la UPV. Autor de numerosos artículos en revistas indexadas de alto impacto. Sus investigaciones abarcan la ética empresarial, la RSC, la sostenibilidad y el emprendimiento. Ha sido profesor visitante en la University of California, Berkeley y la Oxford Brookes University, entre otras.

José Martí-Parreño, Universidad Internacional de Valencia, VIU (España)

Doctor por la Universidad Politécnica de Valencia (2002) y por la Universidad de Valencia (2015). Su trabajo de investigación ha recibido diversos premios a nivel internacional incluyendo el Premio Wilson en innovación educativa. Su trabajo de investigación ha sido publicado en revistas de alto impacto.

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Publicado

2024-10-18

Cómo citar

Queiro-Ameijeiras, C.-M., Seguí-Mas, E., & Martí-Parreño, J. (2024). Determinantes de la aceptación de la gamificación en la educación superior: un modelo empírico. RIED-Revista Iberoamericana de Educación a Distancia, 28(1). https://doi.org/10.5944/ried.28.1.41565