Study Case. USE OF SERIOUS GAMES TO PROMOTE CREATIVITY IN AN EDTECH ORGANIZATION.

Authors

  • Carlos Alberto Moreno Unibio Universidad de Los Andes - UNIANDES - (CO), Colombia
  • Carola Hernandez Hernandez Universidad de Los Andes - UNIANDES - (CO), Colombia
  • Gabriel Valerio Ureña Instituto Tecnológico y de Estudios Superiores de Monterrey - ITESM - (MX)

DOI:

https://doi.org/10.18687/LEIRD2024.1.1.749

Keywords:

Serious games, games for innovation, game rules, EdTech innovation, creativity.

Abstract

Abstract – Promoting innovation is an essential strategy for EdTech to maintain its competitive advantage. It is important to look for mechanisms to promote creativity and consequently innovation. A trending alternative to achieve this goal is using games. The purpose of this research work is to know how games can promote creativity within an EdTech organization, specifically the company “Centro de Innovación”. The methodology for the treatment of the object of study is qualitative. The elements, instruments, sample and design correspond to an instrumental case study strategy with a qualitative focus. The instrumental case study contributes to this research aspects such as: optimization of the understanding of the case, gain in credibility by triangulating in detail the descriptions and interpretations throughout the study and providing an experience of the case. The results presented are partial and aim to discern a set of rules that, when incorporated into a game, could promote creativity in the EdTech Innovation Center organization.This case study does not attempt to generalize of the rules of a game, although they could well be applied in organizations in different industries.

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Published

2024-12-12

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Section

Articles

License

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

LACCEI retains copyright of all published articles under the terms of its copyright transfer agreement. As the copyright holder, LACCEI distributes the articles to the public under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0).

How to Cite

Moreno Unibio, C. A., Hernandez Hernandez, C., & Valerio Ureña, G. (2024). Study Case. USE OF SERIOUS GAMES TO PROMOTE CREATIVITY IN AN EDTECH ORGANIZATION. LACCEI, 2(11). https://doi.org/10.18687/LEIRD2024.1.1.749

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