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Study Case. USE OF SERIOUS GAMES TO PROMOTE CREATIVITY IN AN EDTECH ORGANIZATION. (#749)

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Date of Conference

July 17-19, 2024

Published In

"Sustainable Engineering for a Diverse, Equitable, and Inclusive Future at the Service of Education, Research, and Industry for a Society 5.0."

Location of Conference

Costa Rica

Authors

Moreno Unibio, Carlos Alberto

Hernandez Hernandez, Carola

Valerio Ureña, Gabriel

Abstract

Abstract – Promoting innovation is an essential strategy for EdTech to maintain its competitive advantage. It is important to look for mechanisms to promote creativity and consequently innovation. A trending alternative to achieve this goal is using games. The purpose of this research work is to know how games can promote creativity within an EdTech organization, specifically the company “Centro de Innovación”. The methodology for the treatment of the object of study is qualitative. The elements, instruments, sample and design correspond to an instrumental case study strategy with a qualitative focus. The instrumental case study contributes to this research aspects such as: optimization of the understanding of the case, gain in credibility by triangulating in detail the descriptions and interpretations throughout the study and providing an experience of the case. The results presented are partial and aim to discern a set of rules that, when incorporated into a game, could promote creativity in the EdTech Innovation Center organization.This case study does not attempt to generalize of the rules of a game, although they could well be applied in organizations in different industries.

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