Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning.
30 December 2019 in Revista española de Documentación Científica
Desde la publicación de la Ley 37/2007, de 16 de noviembre, sobre reutilización de la información del sector público en España, han transcurrido más de once años. El objetivo general de este artículo es evaluar el grado de cumplimiento de la difusión de datos abiertos por los ayuntamientos españoles, verificando si se han publicado los datos mínimos acordados por la Federación Española de Municipios y Provincias (FEMP). La metodología que hemos seguido para contrastar el estado de publicación de los datos abiertos mínimos, ha partido del análisis exhaustivo de los recogidos en el Catálogo Nacional de datos abiertos de la iniciativa Aporta, alojado en la página web Datos.gob.es, que agrupa los datos que las distintas Administraciones Públicas españolas ponen a disposición de usuarios, ciudadanos, profesionales, reutilizadores e infomediarios para su reutilización
1 January 2022 in Pixel-Bit- Revista De Medios Y Educacion
En este estudio se presentan los resultados de la evaluación de una experiencia de gamificación con el juego de simulación empresarial Business Game MAPFRE (BugaMAP), en la rama de Ciencias Sociales. Los objetivos que se persiguen son: 1) conocer, a través de la opinión del estudiante, si la gamificación es una herramienta idónea para la enseñanza-aprendizaje en la universidad; 2) valorar el grado de satisfacción de los estudiantes con la gamificación y conocer su percepción respecto al cumplimiento de los objetivos inicialmente planteados. Se ha aplicado un cuestionario con el que se ha recopilado información de un total de 144 estudiantes.Se analizaron las evidencias a favor de la validez facial del instrumento y su fiabilidad y se realizaron diferentes análisis descriptivos y de contraste. Los resultados indican que los estudiantes que participaron en la experiencia valoran muy positivamente las aportaciones del juego a su aprendizaje, consideran que les permitió desarrollar competencias blandas y para el trabajo en equipo, y muestran elevados niveles de satisfacción. Las conclusiones confirman el interés del aprendizaje basado en juegos como una eficaz herramienta docente en el ámbito universitario
Research on gamification in the cloud has been increasing in recent years. The main objective of this work was to analyse the advances and progress reported in the scientific literature published internationally in cloud gamification from a bibliometric perspective. The scientific production in this field was identified using the Web of Science (WoS) database. The analysis was carried out with the support of the VOSviewer software, version 1.6.18, developed by van Eck and Waltman, for the graphical visualisation of bibliometric networks. The study period covered the time from the first publication on the subject in 2012 to 31 July 2022, with 108 documents detected. The most prolific author was Jacub Swacha from the University of Szczecin, Poland. Forty-seven countries published on Cloud Gamification, with Spain and Italy being the countries with the highest scientific production. The most productive organisations were Bucharest University of Economic Studies, Complutense University of Madrid, Liverpool John Moores University and the University of Szczecin. The journal with the highest output was Information. The groups in the producing countries, the authors, the organisations to which they belonged and the thematic areas of the studies were identified, as well as their evolution over time.
This study investigates how environmental concern translates into green banking behavior by distinguishing three behavioral mechanisms: cost‐sensitive (instrumental—via perceived benefits and adoption intention), loyalty‐based, and sacrifice‐based (affective—via trust). Grounded in the theory of planned behavior (TPB) and self‐determination theory (SDT), we employ structural equation modelling (SEM) and a conditional moderated mediation model (PROCESS Model 11), with perceived benefits, adoption intention, and trust serving as mediators, and personal responsibility and social norms acting as moderators. Findings indicated that different psychological paths trigger different outcomes of pro‐environmental financial behavior. Artificial neural networks (ANN) complement the analysis by detecting nonlinear patterns, supporting the multidimensional nature of environmental behavior. The study challenges one‐dimensional measurement of green behavior and underscores the need for tailored policy approaches in sustainable finance. By aligning motivation types with targeted behavioral outcomes, this work advances applications of behavioral economics in green banking.
4 April 2010 in Barataria. Revista Castellano-Manchega de Ciencias Sociales
En España se produce un desarrollo del pensamiento económico tardío, comparable al que tiene lugar en otras ciencias sociales, por diversos factores históricos que llevaron a situarlo en los márgenes de la sociedad y que obligaron a muchos de sus protagonistas al exilio.