2018
DOI: 10.1016/j.rcsar.2016.11.001
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Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico

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Cited by 50 publications
(43 citation statements)
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“…SG should be used in universities as a tool for ESD. Several studies have indicated that SG favors active student learning [6,[50][51][52].…”
Section: Discussionmentioning
confidence: 99%
“…SG should be used in universities as a tool for ESD. Several studies have indicated that SG favors active student learning [6,[50][51][52].…”
Section: Discussionmentioning
confidence: 99%
“…Un ejemplo de lo anterior, es el actual sistema de educación superior en contabilidad, el que se basa en un aprendizaje activo por parte del estudiante enfocado al desarrollo de competencias genéricas y específicas. (Calabor, Mora, & Moya, 2018). En el mismo sentido Giraldo (2007) señala "Un patrón de pensamiento que se ha generalizado es que todas las decisiones, personales y empresariales, impera la lógica del lucro.…”
Section: Formación En Contabilidadunclassified
“…Young people accept these applications quickly and include them in their daily routine. The above facilitates the handling of games based on AR or Virtual Reality (RV), and according to surveys conducted by [3] they improve the capture of information, being a key factor for learning. However, the difficulties encountered such as the interfaces used and the time of interaction generate problems and affect the variation of time when using mobile devices for AR or RV compared to sheets of paper or computers [4].…”
Section: Application Of Augmented Reality As a Means Of Interdisciplimentioning
confidence: 99%