Games and Virtual Environments in the Teaching- Learning of Linear Programming

Norka Bedregal-Alpaca, Leticia Laura-Ochoa, Olha Sharhorodska

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

The introduction of active methodologies has caused changes in the ways of teaching and learning, so gamebased learning can be applied to stimulate and enhance learning. In the Operations Research subject, the difficulty in appropriating the concepts of Linear Programming was diagnosed. As an alternative solution, it was proposed to implement the hanged and sudoku games as reinforcement mechanisms and the crossword puzzle as an evaluation instrument. To do this, the students collaboratively constructed a glossary of terms related to the topic. For the implementation of these activities, the Moodle platform was used. An exploratory-descriptive quasi-experimental design was developed through the implementation of a survey that collected students' perception of recreational activities. The experience was carried out with 35 students. It was concluded that the games played through a virtual medium contributed to the appropriation of the concepts of the theme worked, which improved the motivation and attitude towards the subject. In addition, the development of other skills and competences benefited, in particular the lifelong learning competence.

Original languageEnglish
Title of host publicationProceedings - 2021 16th Latin American Conference on Learning Technologies, LACLO 2021
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages334-341
Number of pages8
ISBN (Electronic)9781665423588
DOIs
StatePublished - 2021
Event6th Latin American Conference on Learning Technologies, LACLO 2021 - Arequipa, Peru
Duration: 19 Oct 202121 Oct 2021

Publication series

NameProceedings - 2021 16th Latin American Conference on Learning Technologies, LACLO 2021

Conference

Conference6th Latin American Conference on Learning Technologies, LACLO 2021
Country/TerritoryPeru
CityArequipa
Period19/10/2121/10/21

Bibliographical note

Publisher Copyright:
© 2021 IEEE.

Keywords

  • Game-based learning
  • hanged game
  • linear programming
  • pedagogical crossword puzzle
  • sudoku
  • teaching-learning process

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