Juan Luis Azkue Beteta

Prof. Juan Luis Azkue Beteta


Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

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

Representative Publications

View All Publications
8 December 2021 in Sustainability
Verified
Journal Article
Open access
PDF file
PMPilar Martín-Hernández
Pilar Martín-Hernández
MGMarta Gil-Lacruz
Marta Gil-Lacruz
Ana Gil-LacruzAna Gil-Lacruz
Ana Gil-Lacruz
JBJuan Luis Azkue Beteta
Juan Luis Azkue Beteta
ELEva Lira
Eva Lira
LCLuis Cantarero
Luis Cantarero
Higher Education Instituions (HEIs) should be the driving force behind the training of college students in terms of both hard and soft skills (for example, innovation and teamwork competencies), and they should also do so without neglecting their health and well-being, perhaps more than ever in these complex times of the SARS-CoV2 pandemic. Game-based learning (GBL) could be a powerful and useful tool in this regard. There is, however, some controversy surrounding the use of games for learning purposes in higher education institutions, and most of the research done about this issue corresponds to GBL through digital games. Under this background, the main objective of this study was to test the effect of GBL on the intrinsic motivation (IM), teamwork engagement (TWE), team building (TB), teamwork competence (TWC), and innovation behaviors (IWB) of 142 college students of Health Sciences and Social Work. After rehearsing in small groups, the game was tested (T2). Our results obtained through the differential analyses confirmed that undergraduates were more intrinsically motivated, experienced more TWE, TB, and TWC, and developed more IWB than before playing the game (T1). Therefore, the development of core personal skills might be promoted effectively by games in an efficient, engaging, and motivating way.

PMPilar Martín-Hernández
Pilar Martín-Hernández
MGMarta Gil-Lacruz
Marta Gil-Lacruz
ATAna Cristina Tesán-Tesán
Ana Cristina Tesán-Tesán
ANAmalia Raquel Pérez Nebra
Amalia Raquel Pérez Nebra
JBJuan Luis Azkue Beteta
Juan Luis Azkue Beteta
MRMaría Luz Rodrigo-Estevan
María Luz Rodrigo-Estevan
Sustainable innovation is the cornerstone of economic growth and development of regions and nations, as well as of organizational competitiveness and success. Innovation is a complex process that relies on individuals and often implies social activities based on interaction with others. Higher Education (HE) is expected to prepare innovative and teamwork-competent individuals. However, it has been noted that, so far, HE has not really addressed the question of how to train innovative college students capable of working in teams. To face such challenges, incorporating active teaching and learning methodologies, such as game-based learning (GBL), could be of great utility, as well as conducting much more research about the effect of teamwork-related factors on IWB, such as teamwork engagement (TWE) and teambuilding (TB). Under this background, our aim was to test the predictor effect of teamwork competence (TWE) on IWB, exploring the moderating role of TWE and TB in a sample comprising 142 college students of Health Sciences and Social Work. Our obtained results, through a multiple additive moderation analysis, showed that TWC positively predicted IWB. Moreover, this effect was moderated by TWE and TB. Therefore, these findings set light around how to foster IWB in HE.