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dc.contributor.authorRocha Estrada, Francisco Javier
dc.contributor.authorGlasserman Morales, Leonardo David
dc.contributor.authorRuiz Ramírez, Jessica Alejandra
dc.contributor.editorGonzález González, Carina S.
dc.date.accessioned2022-09-21T21:49:16Z
dc.date.available2022-09-21T21:49:16Z
dc.date.issued2022-07-14
dc.identifier.citationL. D. Glasserman-Morales, J. A. Ruiz-Ramírez and F. J. Rocha Estrada, "Transforming Higher Education Using WebVR: A Case Study," in IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 17, no. 3, pp. 230-234, Aug. 2022, doi: 10.1109/RITA.2022.3191257.es_MX
dc.identifier.issn19328540
dc.identifier.doihttps://doi.org/10.1109/RITA.2022.3191257
dc.identifier.urihttps://hdl.handle.net/11285/649146
dc.description.abstractThe transformation of education through emerging technologies has been an imperative due to the pandemic of COVID-19, which has forced higher education institutions to propose strategies to provide better experiences for their students. The objective of this research was to identify the challenges and opportunities of using WebVR tools for the development of academic activities, with the intention of interpreting how these technological tools are combined with educational practices among teachers and students. The context was placed in an activity of a graduate level course in online format, in a private higher education institution in Mexico. A qualitative study was conducted with a case study design to account for the perception of the participants regarding the value of the user experience, the analysis of the integrated tools and the contribution of this WebVR tool to the development of competencies in educational practice. The results show that if the technical requirements and a basic level of appropriation of digital competencies are met, including this type of emerging technology will bring benefits to the educational practice, such as the development of transversal and disciplinary competencies, improvement of interaction and socialization of participants, as well as motivation by incorporating playful elements.es_MX
dc.format.mediumTextoes_MX
dc.language.isoenges_MX
dc.publisherIEEEes_MX
dc.relation.isFormatOfpublishedVersiones_MX
dc.relation.urlhttps://ieeexplore.ieee.org/xpl/RecentIssue.jsp?punumber=6245520es_MX
dc.relation.urlhttps://ieeexplore.ieee.org/document/9829880es_MX
dc.rightsrestrictedAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by/4.0es_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::OTRAS ESPECIALIDADES PEDAGÓGICAS::OTRASes_MX
dc.subject.lcshEducationes_MX
dc.titleTransforming higher education using WebVR: a case studyes_MX
dc.typeArtículo/Articlees_MX
dc.identifier.journalIEEE Revista Iberoamericana de Tecnologias del Aprendizajees_MX
dc.rights.embargoreasonPoliticas editoriales.es_MX
dc.identifier.orcidhttps://orcid.org/0000-0001-7960-9537es_MX
dc.identifier.orcidhttps://orcid.org/0000-0003-2181-7645es_MX
dc.identifier.orcidhttps://orcid.org/0000-0001-5583-6559es_MX
dc.subject.keywordVirtual Realityes_MX
dc.subject.keywordWebVRes_MX
dc.subject.keywordTransforming educationes_MX
dc.subject.keywordHigher Educationes_MX
dc.subject.keywordInnovative Educationes_MX
dc.identifier.volume17es_MX
dc.identifier.issue3es_MX
dc.identifier.startpage230es_MX
dc.identifier.endpage234es_MX
dc.contributor.affiliationInstituto Tecnológico y de Estudios Superiores de Monterreyes_MX
dc.subject.countryEstados Unidos de América / United Stateses_MX
dc.identificator4||58||5899||589999es_MX


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