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

Autores/as

  • 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

Palabras clave:

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

Resumen

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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Publicado

2024-12-12

Número

Sección

Articles

Licencia

Licencia Creative Commons

Esta obra está bajo una Licencia Creative Commons Atribución-NoComercial-CompartirIgual 4.0 Internacional.

LACCEI conserva el copyright de todos los artículos publicados bajo los términos de su acuerdo de transferencia de copyright. Como titular del copyright, LACCEI distribuye los artículos al público bajo la Licencia Internacional Creative Commons Atribución-NoComercial-CompartirIgual 4.0 (CC BY-NC-SA 4.0).

Cómo citar

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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