DisKo: playful tool to encourage collaborative work for college students in 2021

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This article documents a qualitative and quantitative investigation, which has included the application of Disko, a ludic tool composed by five mini games for virtual classes. The orientation of design towards a people-centered vision is considered relevant by the authors, to achieve this, the empow...

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Detalles Bibliográficos
Autores: Cassinelli Doig, Adriana, Emé Leyva, Gustavo, Murcia Molina, Diana, Figueroa Chuquillanqui, Katherine
Formato: artículo
Fecha de Publicación:2022
Institución:Pontificia Universidad Católica del Perú
Repositorio:Revistas - Pontificia Universidad Católica del Perú
Lenguaje:español
OAI Identifier:oai:ojs.pkp.sfu.ca:article/25006
Enlace del recurso:http://revistas.pucp.edu.pe/index.php/educacion/article/view/25006
Nivel de acceso:acceso abierto
Materia:Game-based learning
Codesign
Cooperation
Empathy
Collaborative work
Aprendizaje basado en juegos
Codiseño
Cooperación
Empatía
Trabajo colaborativo
Aprendizagem baseada em jogos
Cooperação
Empatia
Trabalho colaborativo
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spelling DisKo: playful tool to encourage collaborative work for college students in 2021Disko: herramienta lúdica para fomentar el trabajo colaborativo en estudiantes de Educación Superior en 2022Disko: ferramenta lúdica para incentivar o trabalho colaborativo para estudantes universitários em 2021Cassinelli Doig, AdrianaEmé Leyva, GustavoMurcia Molina, DianaFigueroa Chuquillanqui, KatherineGame-based learningCodesignCooperationEmpathyCollaborative workAprendizaje basado en juegosCodiseñoCooperaciónEmpatíaTrabajo colaborativoAprendizagem baseada em jogosCodesignCooperaçãoEmpatiaTrabalho colaborativoThis article documents a qualitative and quantitative investigation, which has included the application of Disko, a ludic tool composed by five mini games for virtual classes. The orientation of design towards a people-centered vision is considered relevant by the authors, to achieve this, the empowerment of empathy is decisive. Cooperation dimension was prioritized from five indicators: collaborative work, leadership, interaction, assertive communication and commitment. The sample included 94 students from two subjects, active in first and second cycles during 2021-I. The applied design was quasi-experimental with posttest; with a control group (CG) that diagnosed usual tools, and an experimental group (EG), to which DisKo was applied. This tool proved to be useful after being statistically tested. It collaborated in empathic learning increase between students and contributed in social satisfaction improvement, making teacher work easier.Este artículo documenta una investigación experimental cuali-cuantitativa que aplicó DisKo, herramienta lúdica compuesta por cinco microjuegos para clases virtuales. Los autores consideran relevante orientar el diseño hacia una visión centrada en las personas, para lograrlo es decisivo potenciar la empatía. Se priorizó la dimensión cooperación desde cinco indicadores: trabajo colaborativo, liderazgo, interacción, comunicación asertiva y compromiso. La muestra incluyó 94 estudiantes de dos asignaturas, activos en primer y segundo ciclo durante 2021-I. El diseño aplicado fue cuasiexperimental con posprueba; con un grupo control (GC) que diagnosticó herramientas habituales, y un grupo experimental (GE), al que se aplicó DisKo. Esta herramienta demostró ser de utilidad tras ser testeada estadísticamente. Colaboró en el aumento del aprendizaje empático entre estudiantes y contribuyó al mejoramiento del ambiente social, facilitando el trabajo docente.O presente artigo documenta uma pesquisa experimental de caráter quali-quantitativo, que aplicou Disko, uma ferramenta lúdica composta por cinco micro jogos para classes virtuais. Os autores consideram relevante orientar design para uma visão centrada nas pessoas, para isso é decisiva da empatia: se priorizo a dimensão cooperação a partir de cinco indicadores: trabalho colaborativo, liderança, interação, comunicação assertiva e compromisso. A mostra incluiu 94 estudantes das dois disciplinas, ativos nos primeiro e segundo ciclos durante 2021-I. O projeto aplicado foi quase desenvolvido com posttest; com grupo controle (GC) que diagnosticou o uso das ferramentas habituais, e grupo experimental (GE), ao qual se aplicou DisKo. Esta ferramenta demonstrou ser de utilidade após ser testada estatisticamente. Colhaboro na aumento de aprendizagem empático entre oz estudantes eu contribuo para melhorar o meio ambiente sociai, facilitando o trabalho docente.Pontificia Universidad Católica del Perú2022-03-18info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://revistas.pucp.edu.pe/index.php/educacion/article/view/25006Educacion; Vol. 31 No. 60 (2022); 25-53Educación; Vol. 31 Núm. 60 (2022); 25-53Educacion; v. 31 n. 60 (2022); 25-532304-43221019-9403reponame:Revistas - Pontificia Universidad Católica del Perúinstname:Pontificia Universidad Católica del Perúinstacron:PUCPspahttp://revistas.pucp.edu.pe/index.php/educacion/article/view/25006/23729info:eu-repo/semantics/openAccessoai:ojs.pkp.sfu.ca:article/250062024-07-18T21:07:31Z
dc.title.none.fl_str_mv DisKo: playful tool to encourage collaborative work for college students in 2021
Disko: herramienta lúdica para fomentar el trabajo colaborativo en estudiantes de Educación Superior en 2022
Disko: ferramenta lúdica para incentivar o trabalho colaborativo para estudantes universitários em 2021
title DisKo: playful tool to encourage collaborative work for college students in 2021
spellingShingle DisKo: playful tool to encourage collaborative work for college students in 2021
Cassinelli Doig, Adriana
Game-based learning
Codesign
Cooperation
Empathy
Collaborative work
Aprendizaje basado en juegos
Codiseño
Cooperación
Empatía
Trabajo colaborativo
Aprendizagem baseada em jogos
Codesign
Cooperação
Empatia
Trabalho colaborativo
title_short DisKo: playful tool to encourage collaborative work for college students in 2021
title_full DisKo: playful tool to encourage collaborative work for college students in 2021
title_fullStr DisKo: playful tool to encourage collaborative work for college students in 2021
title_full_unstemmed DisKo: playful tool to encourage collaborative work for college students in 2021
title_sort DisKo: playful tool to encourage collaborative work for college students in 2021
dc.creator.none.fl_str_mv Cassinelli Doig, Adriana
Emé Leyva, Gustavo
Murcia Molina, Diana
Figueroa Chuquillanqui, Katherine
author Cassinelli Doig, Adriana
author_facet Cassinelli Doig, Adriana
Emé Leyva, Gustavo
Murcia Molina, Diana
Figueroa Chuquillanqui, Katherine
author_role author
author2 Emé Leyva, Gustavo
Murcia Molina, Diana
Figueroa Chuquillanqui, Katherine
author2_role author
author
author
dc.subject.none.fl_str_mv Game-based learning
Codesign
Cooperation
Empathy
Collaborative work
Aprendizaje basado en juegos
Codiseño
Cooperación
Empatía
Trabajo colaborativo
Aprendizagem baseada em jogos
Codesign
Cooperação
Empatia
Trabalho colaborativo
topic Game-based learning
Codesign
Cooperation
Empathy
Collaborative work
Aprendizaje basado en juegos
Codiseño
Cooperación
Empatía
Trabajo colaborativo
Aprendizagem baseada em jogos
Codesign
Cooperação
Empatia
Trabalho colaborativo
description This article documents a qualitative and quantitative investigation, which has included the application of Disko, a ludic tool composed by five mini games for virtual classes. The orientation of design towards a people-centered vision is considered relevant by the authors, to achieve this, the empowerment of empathy is decisive. Cooperation dimension was prioritized from five indicators: collaborative work, leadership, interaction, assertive communication and commitment. The sample included 94 students from two subjects, active in first and second cycles during 2021-I. The applied design was quasi-experimental with posttest; with a control group (CG) that diagnosed usual tools, and an experimental group (EG), to which DisKo was applied. This tool proved to be useful after being statistically tested. It collaborated in empathic learning increase between students and contributed in social satisfaction improvement, making teacher work easier.
publishDate 2022
dc.date.none.fl_str_mv 2022-03-18
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv http://revistas.pucp.edu.pe/index.php/educacion/article/view/25006
url http://revistas.pucp.edu.pe/index.php/educacion/article/view/25006
dc.language.none.fl_str_mv spa
language spa
dc.relation.none.fl_str_mv http://revistas.pucp.edu.pe/index.php/educacion/article/view/25006/23729
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Pontificia Universidad Católica del Perú
publisher.none.fl_str_mv Pontificia Universidad Católica del Perú
dc.source.none.fl_str_mv Educacion; Vol. 31 No. 60 (2022); 25-53
Educación; Vol. 31 Núm. 60 (2022); 25-53
Educacion; v. 31 n. 60 (2022); 25-53
2304-4322
1019-9403
reponame:Revistas - Pontificia Universidad Católica del Perú
instname:Pontificia Universidad Católica del Perú
instacron:PUCP
instname_str Pontificia Universidad Católica del Perú
instacron_str PUCP
institution PUCP
reponame_str Revistas - Pontificia Universidad Católica del Perú
collection Revistas - Pontificia Universidad Católica del Perú
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