Implementación de un laboratorio virtual inmersivo de astronomía usando técnicas de ""gamification"" dirigido a alumnos de secundaria FP #61

Implementación de un laboratorio virtual inmersivo de astronomía usando técnicas de ""gamification"" dirigido a alumnos de secundaria

Published in: Industry, Innovation, and Infrastructure for Sustainable Cities and Communities: Proceedings of the 17th LACCEI International Multi-Conference for Engineering, Education and Technology
Date of Conference: July 24-26, 2019
Location of Conference: Montego Bay, Jamaica
Authors: Olha Sharhorodska (Universidad Nacional de San Agustín de Arequipa, PE)
(Universidad Nacional de San Agustín de Arequipa)
Full Paper: #61

Abstract:

Peruvian education is at an important moment of transformation and development in order to improve the indicators that measure the quality of education in the sciences worldwide (mathematics, physics, chemistry, astronomy). To achieve this goal, it is essential to strengthen the preparation of both teachers and students in the use of educational tools and information and knowledge technologies (ITK) which, in the 21st century, are already an unavoidable priority for the system Peruvian education and Arequipa in particular. The National University of San Augustin (UNSA), in Arequipa, imposed of all these challenges undertakes the development of a project that integrates the university and the school in a common task - to promote the interest of the students in the sciences, for it is necessary change the perception of these subjects as boring and not very understandable to interesting and fascinating courses. All this is possible by changing the model of the teaching and learning process and using the technology we have at our fingertips - cell phones, where virtual worlds can be created, which allow us to explain complex and abstract concepts in an illustrative and novel way. achieve the motivation and learning of students in the area of astronomy in case of our project. Mobile devices, 3D modeling of virtual reality (VR) and the use of gamification techniques are some of the educational innovation tools that can help in this process and that are part of the research project that exposes in this work its first results The experience that is presented is developed by the professors, university students and other actors, they are a convincing sample of the changes that want to be achieved in the UNSA and simultaneously the great challenges that still have to be faced for the educational improvement to which the university education aspires.