Publicación:
Research in the Classroom: The Teaching of Economics and Gamification

dc.contributor.authorMoreno-Delacruz, Jhonatan Alexander
dc.contributor.authorRivera-Lozada, Isabel Cristina
dc.contributor.authorRivera-Lozada, Oriana
dc.date.accessioned2025-09-05T16:38:21Z
dc.description.abstractThis paper presents the preliminary results of a proposal to facilitate the understanding of concepts and the logic of economy in university students who are not enrolled in the academic program of economics. This proposal is based on the simulation game called Strategies and Markets in Economics (Estrategias y Mercados en Economía – EMERCO), which resulted from a research process in the classroom. The methodology has a qualitative approach and a descriptive type, with an exploratory scope. This study shows the functioning of the game, the selection of the team according to mentality type and brain dominance, in accordance with the Herrmann Brain Dominance Instrument. The game has novel elements in its structure by bringing the real functioning of a market to the classroom, achieving better results in regard to grades and in the assimilation of the contents in introductory classes and fundamentals of economics in higher education © 2021 Elsevier B.V., All rights reserved.
dc.identifier.doi10.3991/ijet.v16i16.23479
dc.identifier.scopus2-s2.0-85113905148
dc.identifier.urihttps://cris.uwiener.edu.pe/handle/001/1030
dc.identifier.uuid3f072d9a-060d-433f-827f-71aaa952efcc
dc.language.isoen
dc.publisherInternational Association of Online Engineering
dc.relation.citationissue16
dc.relation.citationvolume16
dc.relation.ispartofseriesInternational Journal of Emerging Technologies in Learning
dc.relation.issn18688799
dc.rightshttp://purl.org/coar/access_right/c_abf2
dc.titleResearch in the Classroom: The Teaching of Economics and Gamification
dc.typehttp://purl.org/coar/resource_type/c_2df8fbb1
dspace.entity.typePublication
oaire.citation.endPage152
oaire.citation.startPage131

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