The present work allows to show the impact that the educational establishments have suffered at a higher level in all areas (study plans, teaching updating, preparation of the students involved), as well as the interest that the organizations and companies have shown inside and outside of the community involved; It is of great interest to be able to understand that this is a joint effort if you want to generate a really significant change that aims to significantly impress the way processes are carried out in all the fields involved, which is why, through This research, the main objective is to show that in the Higher Education Institutions (HEIs) where they teach at the Engineering level, it requires substantial changes such as the implementation of the Dual Model with the traditional Model, which put it on a par in terms of the level of demand that is sought in the labor area, the current competitiveness, tilting the balance towards the application of new forms of teaching-learning, focusing knowledge in a more applicative and demonstrative way, to solve current problems whose solution goes hand in hand with the technology and new processes required by today's world Objectives, Methodology Reference is made to the benefits that can be shown immediately through exploratory interviews applied to those involved in different related careers such as Information Technology and Communications Engineering, Logistics Engineering and Mechatronics Engineering; thereby demonstrating the way in which the so-called Internet of Things can change and unify the contents of Higher Education. Contribution The main purpose of this work is to show the implications and importance of including knowledge focused on the Internet of Things within Higher Education, which will favorably equate the new processes that are required at the organizational level at the present time, bringing as a consequence the application of new technological tools and processes intrinsically related to them, which show significant advances in all the segments involved.
Currently there are various teaching-learning strategies, which are useful and can be implemented according to the objective that is had with the group of students, it is there, where gamification is implemented, whose main objective is to influence behavior of people, since it can be a motivator to continue experimenting with new learnings, which lead the student to solve problems through games, having an assignment of points or feedback, as a result of it, and with it taking gamification as a basic tool in distance education. Objectives, methodology. Through this research, it is sought to demonstrate that within distance education there are various strategies that can be implemented in the material that makes up each subject, but this time we wanted to focus on gamification as a tool that can be implemented in the designs of Each of the materials of the distance subjects, so that, with this, it can be seen as another motivational alternative, so that the student becomes even more integrated in the training process of their learning. Contribution. This research aims to demonstrate that gamification tools can be basic in the teaching-learning process of distance education, since this is where it is required that the student be motivated and generate a greater commitment in the process of their learning. The results of implementing gamification in distance education subjects bring us beneficial results in the implementation, thus having significant changes for the students, thus better professionals.
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