Elvira G. Rincon-Flores

Dr. Elvira G. Rincon-Flores

School of Engineering, Tecnologico de Monterrey, Monterrey 64700, México
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Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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17 June 2024 in Smart Learning Environments
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Journal Article
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Elvira G. Rincon-FloresElvira G. Rincon-Flores
Elvira G. Rincon-Flores
LCLeticia Castano
Leticia Castano
SSSadie Lissette Guerrero Solis
Sadie Lissette Guerrero Solis
OLOmar Olmos Lopez
Omar Olmos Lopez
CHCarlos Felipe Rodríguez Hernández
Carlos Felipe Rodríguez Hernández
LVLaura Patricia Aldape Valdés
Laura Patricia Aldape Valdés
Much has been written about Adaptive Learning, but does its implementation alone guarantee success? We have found that integrating an Adaptive Learning Strategy with diverse didactic techniques gives better results. The objectives of this exploratory study were to know the impact of the Adaptive Learning Strategy on students’ learning and achievement of disciplinary and transversal sub-competencies in courses supported by an Adaptive Platform in the School of Engineering and Sciences at Tecnologico de Monterrey. The assessment of the students’ and professors’ experience with an Adaptive Learning Strategy evaluated platform’s usability, teaching, learning, and engagement. The study employed a mixed methodological approach, sequential Quant- > Qual, and was quasi-experimental, with control and experimental groups. The courses that participated in the intervention were Computational Thinking, Physics I, Physics II, and Fundamental Mathematical Modeling. The findings indicated that implementing an innovation like Adaptive Learning positively impacts students’ learning and improvement when integrating elements of a flipped classroom, self-regulated learning, and micro-learning into an Adaptive Learning Strategy. The authors also propose an Implementation Model of the Adaptive Learning Strategy that has been designed by the university, implemented, and evaluated successfully.

6 December 2021 in Australasian Journal of Educational Technology
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Journal Article
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Elvira G. Rincon-FloresElvira G. Rincon-Flores
Elvira G. Rincon-Flores
BGBrenda N. Santos - Guevara
Brenda N. Santos - Guevara
Virtual teaching modalities urgently implemented during the Covid-19 pandemic require strategies to motivate students to participate actively in higher education. Our study found that gamification using a reward-based system is a strategy that can improve the educational experience under exceptional circumstances. This article reports the results of two gamified undergraduate courses (Calculus and Development of Transversal Competencies) designed with a reward system. The results derived from analyses of online surveys, the final grades, and their correlations revealed that gamification helped motivate students to participate actively and improved their academic performance, in a setting where the mode of instruction was remote, synchronous, and online. From the results we conclude that gamification favours the relationship between attention, participation, and performance, while promoting the humanisation of virtual environments created during academic confinement. Implications for practice or policy: Gamification using a reward-based system promoted active class participation and improved student performance after the transition from face-to-face to virtual instruction required as a result of the global pandemic. Systemic recognition in a reward-based system improved the participants' emotional states, reducing their anxiety and the feeling of isolation caused by the pandemic, and leading to student engagement with . Gamification works as an accompaniment for students to help the increasement of teacher-student and student-student interactions.

14 January 2022 in Education Sciences
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Elvira G. Rincon-FloresElvira G. Rincon-Flores
Elvira G. Rincon-Flores
Juanjo MenaJuanjo Mena
Juanjo Mena
ELEunice López-Camacho
Eunice López-Camacho
Gamification is usually understood as a pedagogical strategy that favors student engagement and motivation. Traditionally it is composed of dynamics, mechanics, and components. The purpose of this study was to compare Engineering and Economics and Social Sciences undergraduate students in their performance (grades), motivation, quality of assignments, participation, and emotion when their teachers used gamification as an innovative teaching method during the COVID-19 pandemic. Pearson correlations, Principal Component Analysis (PCA), and Mann–Whitney test were conducted. Additionally, four students were interviewed to describe the emotional downside of the lockdown. The main results indicate that there are higher positive relationships among variables in the Engineering undergraduate students rather than in Economics and Social Sciences and show that emotion poorly correlates with performance, especially for the Economics and Social Sciences students, as many have a negative attitude toward learning mathematics. Additionally, gender and scholarship status are not differential factors. Gamification proved to be a useful pedagogical strategy to promote participation and enhance motivation among undergraduate students, particularly in a context of academic confinement. This study gives teachers an idea of the benefits and extent to which gamification can be used in the classroom.

22 July 2019 in Universal Access in the Information Society
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ARArturo Rojas-López
Arturo Rojas-López
Elvira G. Rincon-FloresElvira G. Rincon-Flores
Elvira G. Rincon-Flores
Juanjo MenaJuanjo Mena
Juanjo Mena
Francisco García-PeñalvoFrancisco García-Peñalvo
Francisco García-Peñalvo
María Soledad Ramírez-MontoyaMaría Soledad Ramírez-Montoya
María Soledad Ramírez-Montoya

7 March 2018 in International Electronic Journal of Mathematics Education
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Journal Article
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Elvira G. Rincon-FloresElvira G. Rincon-Flores
Elvira G. Rincon-Flores
KGKatherina Gallardo
Katherina Gallardo
JFJuana María de la Fuente
Juana María de la Fuente
The present study details the implementation of an improvement process for a gamification activity from a Calculus course for undergraduate students aimed to develop mathematical modeling competencies. The improvement process was studied taking into account three types of data: the results of the students’ performance assessment, the meta-evaluation of the educational and proactive effects and gamification costs, and data on the level of satisfaction achieved on the educational activity. The results of 50 performance assessments were analyzed, as well as the results from the meta-evaluation process carried out by the course’s teacher. The study concludes that while it is true that gamification is a strategy that introduces a high level of innovation and brings the type of motivation and emotion that encourages learning, its educational intent can be further strengthened by including performance assessment and meta-evaluation processes to better understand its function and make adjustments to its design in a timely manner.

27 January 2023 in Sustainability
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Elvira G. Rincon-FloresElvira G. Rincon-Flores
Elvira G. Rincon-Flores
BGBrenda N. Santos - Guevara
Brenda N. Santos - Guevara
LMLizette Martinez-Cardiel
Lizette Martinez-Cardiel
NRNadia Rodriguez-Rodriguez
Nadia Rodriguez-Rodriguez
HQHernan A. Quintana-Cruz
Hernan A. Quintana-Cruz
AMAlberto Matsuura-Sonoda
Alberto Matsuura-Sonoda
Gamification has permeated education as a strategy to improve the teaching-learning process. Research shows that gamified reward systems based on badges, leaderboards, and avatars modifies the learning environment and student attitudes. This research aimed primarily to assess the change in attitude towards mathematics in high school students through a gamified methodology involving a reward system managed through a web platform called Gamit! This platform was developed by professors from two Latin American universities to manage gamification in a way that ensured that the anonymity of the class rankings was maintained. A mixed (QUAN-Qual) and quasi-experimental methodological approach was used for this study; two questionnaires were applied to 454 high school students and a focus group was performed with a group of seven professors. The quantitative analysis was processed with SPSS and consisted of ANOVAS and post hoc tests for more than two samples, while the focus group analysis was performed through inductive analysis. Results show benefits for professors and learners. Students improved their attitudes toward mathematics, reducing anxiety and improving willingness, while professors found a dynamic and optimal way to manage gamification on Gamit!