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dc.contributor.authorSalvador-Ullauri, Luis-
dc.contributor.authorAcosta-Vargas, Patricia-
dc.contributor.authorJadán-Guerrero, Janio-
dc.contributor.authorGuevara-Maldonado, César-
dc.contributor.authorSánchez-Gordón, Sandra-
dc.contributor.authorCalle-Jiménez, Tania-
dc.contributor.authorLara-Alvarez, Patricio-
dc.date.accessioned2022-06-30T15:36:24Z-
dc.date.available2022-06-30T15:36:24Z-
dc.date.issued2020-
dc.identifier.urihttps://link.springer.com/chapter/10.1007/978-3-030-20040-4_26-
dc.identifier.urihttp://repositorio.uti.edu.ec//handle/123456789/3436-
dc.description.abstractWhen evaluating the learning styles of several individuals using the Honey-Alonso test, some users did not understand the meaning of several of the questions. This may be due to problems of context, tiredness in front of the extension of the test, lack of understanding or disinterest. The Honey-Alonso test consists of four groups of twenty questions each. Each group of questions allows identifying the level that an individual possesses on each one of the four learning styles. These styles are: active, reflective, theoretical and pragmatic. Answering a questionnaire of eighty questions is not an easy task from an andragogical point of view. This article proposes the creation of an educational video game designed with a script based on the questions of the Honey-Alonso test. The answers selected by the player are taken as a condition to determine the order of the next questions presented to the player. © Springer Nature Switzerland AG 2020.es
dc.language.isoenges
dc.publisherAdvances in Intelligent Systems and Computing. Volume 959, Pages 289 - 298. AHFE International Conference on Human Factors and Systems Interaction, 2019. Washington D.C. 24 July 2019 through 28 July 2019es
dc.rightsopenAccesses
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es
dc.titleDevelopment of an accessible video game to improve the understanding of the test of honey-alonsoes
dc.typearticlees
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