Ключевые слова

Gamification, transmedia, virtual-learning, careers, attitudes, innovation, elearning, digital-game-based-learning

Резюме

The current growth in gamification-based applications, and especially in what is known as Digital Game-based Learning (DGBL), is providing new opportunities with considerable educational potential. In the present study, we report on the results of the progress of a project for developing a setting for a gamified website carried out ad hoc, complemented by transmedia resources and aimed at scientific promotion and the promotion of technological and scientific careers (S&T) in adolescents, who are at a stage in life when career preferences are established. At present, the decrease in S&T careers is one of the greatest problems for the society of technological development that we live in, where the number of professionals working in key areas for economic development and progress is declining. After completing a pre and post project participation survey, the results suggest a high level of efficiency achieved by projects of this type due to their online experimentation design, the knowledge of real cases of research activity, and the communication of positive scientific values and attitudes appropriate for the target population. The participants significantly increased their interest in the subject area, scientific professions, and research activity and their social benefits demonstrating the acquisition of positive attitudes towards scientific knowledge and skills.

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Техническая спецификация

Получила: 24-07-2017

пересмотренный: 10-10-2017

Принятый: 13-12-2017

Препринт: 15-02-2018

Дата публикации: 01-04-2018

Время пересмотра статьи: 78 дней | Среднее время пересмотра вопроса 55: 54 дней

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Время редактирования препринта: 206 дней | Выпуск препринта среднего времени редактирования 55: 161 дней

Время редактирования статьи: 251 дней | Среднее время редактирования журнала 55: 206 дней

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Almela-Baeza, J., Febrero, B., Ros, I., Pérez-Sánchez, M. B., Pérez-Manzano, A., Rodríguez, J. M., ... & Martínez-Alarcón, L. (2020, March). The Influence of Mass Media on Organ Donation and Transplantation in Older People. In Transplantation Proceedings (Vol. 52, No. 2, pp. 503-505). Elsevier.

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Эрдынеева, К. Г., & Васильев, А. А. (2020). Формирование цифровой культуры обучающихся колледжа: субъектно-деятельностный подход3. Ученые записки Забайкальского государственного университета, 15(1), 22-31.

http://www.uchzap.com/ru/journals/1447#page=22

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Pérez-Manzano, A., & Almela-Baeza, J. (2018). Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents. [Gamificación transmedia para la divulgación científica y el fomento de vocaciones procientíficas en adolescentes]. Comunicar, 55, 93-103. https://doi.org/10.3916/C55-2018-09

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