Designing of a learning environment for teaching of decision-making processes

Javier Albadán-Romero1*, Paulo Alonso Gaona-García2

1 Candidate MSc, Universidad Distrital Francisco José de Caldas, Colombia, javier.albadan@gmail.com

2 Dr. Engineering, Universidad Distrital Francisco José de Caldas, Colombia, pagaonag@udistrital.edu.co

*Corresponding Author

 

Abstract

This paper aims to present an e-learning environment initiative to train students in decision-making processes. The project consists in a learning environment based in gamification where a student can play in some situations while the psychological profile description is generated in background. The learning environment allows assessing student in the decision-making processes through some psychological competences related with the decision-making. These competences are: a) conviction ability, self-confidence; b) orientation to be a methodical and planner person; c) the ability to keep a dynamism and concentration level; d) the self-control in some eventualities; e) the characteristics that shows a perseverant person, who insists in the consecution of goals; and f) the features of integrity, while exists coherence between the actions with that proposes. The environment proposes some tips to enhance the psychological skills. These final game statistics deploy several characteristics, graphics and possible actions to improve psychological skills. In the validation process, the product obtained as a web application for managing a learning environment in decision-making skills for students, the application obtained subjective impressions of all participants and demonstrated the potential value of the approach in order to decision-making. The purpose of this evaluation was to obtain values with which to analyze the feedback about decision-making and other basics skills to improve. The gamification of the teaching processes allows adding attractive features to motivate the student to engage with academic issues. In complement to this situation, the use of game consolidates as go-between to characterize details of student difficulties, along with the possible improve actions.

Keywords: gamification, decision-making, e-learning, learning environment, psychological competences

 


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CITATION: Abstracts & Proceedings of SOCIOINT 2016- 3rd International Conference on Education, Social Sciences and Humanities, 23-25 May 2016- Istanbul, Turkey

ISBN: 978-605-64453-7-8