R. Salas-Rueda, C. Alvarado-Zamorano, J. Ramírez-Ortega
{"title":"新冠肺炎疫情期间电子学教学过程网络游戏的构建","authors":"R. Salas-Rueda, C. Alvarado-Zamorano, J. Ramírez-Ortega","doi":"10.22521/edupij.2022.112.7","DOIUrl":null,"url":null,"abstract":"Background / purpose – During the COVID-19 pandemic, teachers were required to update school activities using various technological tools. The aim of this mixed research was the construction and usage analysis of the Digital Game for the teaching-learning process on Electronics (DGE) version 3.0 in the Combinational Circuits unit through data science. Materials / methods – DGE version 3.0 facilitates the construction of new educational spaces in the distance modality. This web game consists of a simulator that presents the contents of the output function for two variables and their representation through logic gates. The participants of the study were 15 electronic and electrical engineering students who took a digital design course at the National Autonomous University of Mexico during the 2021 academic year. Results – The machine learning (linear regression) results indicate that the interface, design, and color of the DGE version 3.0 web game positively influenced the students’ assimilation of knowledge and skills development in the field of electronics. On the other hand, the decision tree technique identified six predictive models with regards to the use of the DGE version 3.0. Conclusion – Technological advances such as web gaming can facilitate the teaching-learning process from virtually any location.","PeriodicalId":30989,"journal":{"name":"Educational Process International Journal","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Construction of a Web Game for the Teaching-Learning Process of Electronics during the COVID-19 Pandemic\",\"authors\":\"R. Salas-Rueda, C. Alvarado-Zamorano, J. Ramírez-Ortega\",\"doi\":\"10.22521/edupij.2022.112.7\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Background / purpose – During the COVID-19 pandemic, teachers were required to update school activities using various technological tools. The aim of this mixed research was the construction and usage analysis of the Digital Game for the teaching-learning process on Electronics (DGE) version 3.0 in the Combinational Circuits unit through data science. Materials / methods – DGE version 3.0 facilitates the construction of new educational spaces in the distance modality. This web game consists of a simulator that presents the contents of the output function for two variables and their representation through logic gates. The participants of the study were 15 electronic and electrical engineering students who took a digital design course at the National Autonomous University of Mexico during the 2021 academic year. Results – The machine learning (linear regression) results indicate that the interface, design, and color of the DGE version 3.0 web game positively influenced the students’ assimilation of knowledge and skills development in the field of electronics. On the other hand, the decision tree technique identified six predictive models with regards to the use of the DGE version 3.0. Conclusion – Technological advances such as web gaming can facilitate the teaching-learning process from virtually any location.\",\"PeriodicalId\":30989,\"journal\":{\"name\":\"Educational Process International Journal\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Educational Process International Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.22521/edupij.2022.112.7\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Educational Process International Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22521/edupij.2022.112.7","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Social Sciences","Score":null,"Total":0}
Construction of a Web Game for the Teaching-Learning Process of Electronics during the COVID-19 Pandemic
Background / purpose – During the COVID-19 pandemic, teachers were required to update school activities using various technological tools. The aim of this mixed research was the construction and usage analysis of the Digital Game for the teaching-learning process on Electronics (DGE) version 3.0 in the Combinational Circuits unit through data science. Materials / methods – DGE version 3.0 facilitates the construction of new educational spaces in the distance modality. This web game consists of a simulator that presents the contents of the output function for two variables and their representation through logic gates. The participants of the study were 15 electronic and electrical engineering students who took a digital design course at the National Autonomous University of Mexico during the 2021 academic year. Results – The machine learning (linear regression) results indicate that the interface, design, and color of the DGE version 3.0 web game positively influenced the students’ assimilation of knowledge and skills development in the field of electronics. On the other hand, the decision tree technique identified six predictive models with regards to the use of the DGE version 3.0. Conclusion – Technological advances such as web gaming can facilitate the teaching-learning process from virtually any location.