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Article
Publication date: 14 May 2024

Ernesto Pacheco-Velazquez, Virginia Rodés Paragarino, Leonardo David Glasserman and Martina Carlos Arroyo

Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the…

Abstract

Purpose

Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results and favors learning in new generations. This study aims to present a methodology for assessing the advancement of self-directed learning (SDL) in participants through simulation techniques and show that the incorporation of simulations can improve participants’ SDL skills.

Design/methodology/approach

This study uses a quantitative approach to evaluate the evolution of various competencies related to SDL among participants. Includes the application of scales specifically designed to measure readiness for SDL, the use of factor analysis to identify and validate essential factors and conducting hypothesis testing to verify shifts in students’ perceptions regarding the significance of SDL-related skills.

Findings

The findings of this study reveal a positive impact of simulations on the SDL readiness. Factor analysis identified five key factors: self-management skills, openness to learning opportunities, initiative and independence in learning, self-concept as an effective learner and desire for Learning. The use of simulations significantly improved critical thinking, logical reasoning, analysis and decision-making capabilities. These results demonstrate the effectiveness of this technique as a valuable tool for developing SDL skills and highlight the potential of such interventions in complex and uncertain learning environments.

Research limitations/implications

The study provided valuable insights into the impact of simulations in the logistics field, particularly in the development of SDL-related skills. There is a need for studies in other areas of knowledge that would allow for the generalization of these results. Likewise, it is advisable to use scales that measure the development of other types of skills. Additionally, the study’s focus on short-term effects may not fully capture the long-term development of SDL-related skills. Future research should address these limitations, expand the sample size, conduct longitudinal studies and explore possible contextual and external factors that may influence SDL outcomes in various educational settings, leading to broader and more robust conclusions.

Practical implications

The practical implications of this study are significant for both higher education institutions and educators in the logistics domain. The positive impact of the serious game on participants’ SDL skills highlights the potential of incorporating interactive and engaging learning tools in the curriculum. Educators can leverage serious games to foster critical thinking, logical reasoning and decision-making abilities in their students. Moreover, the identified key factors influencing SDL development provide valuable guidance for designing targeted interventions to enhance students’ self-management, initiative and love for learning.

Social implications

The social implications of this study underscore the importance of equipping individuals with SDL skills in a rapidly changing world. By integrating serious games and fostering SDL competencies, higher education institutions can contribute to a more adaptable and resilient workforce. Empowering students with critical thinking, innovative thinking and independent learning, they can enhance their ability to navigate the challenges of the labor market. This, in turn, may lead to a more informed and proactive society capable of addressing complex issues and making well-informed decisions.

Originality/value

This article arises from empirical exploration with students from two countries in Latin America (Mexico and Colombia), examining the importance of games in developing SDL skills. Furthermore, it promotes the use of a methodology with a low level of complexity, and that can be replicated with different games. This perspective adds valuable insights to the existing literature, offering practical implications for educators and institutions seeking effective strategies to promote SDL skills among students.

Details

Journal of International Education in Business, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2046-469X

Keywords

Article
Publication date: 17 May 2024

Carolina Alcantar-Nieblas, Leonardo David Glasserman-Morales, Ernesto Armando Pacheco-Velazquez and Sergio Augusto Ramírez Echeverri

The present study examined the psychometric properties of the EGame- flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and…

Abstract

Purpose

The present study examined the psychometric properties of the EGame- flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach’s alpha and McDonald’s omega) and discriminant validity (mean variance extracted).

Design/methodology/approach

Participants: Of the 255 Mexican participants in the non-probabilistic sample who had previously interacted with the LOST logistics simulator, 166 (65%) were men and 89 (35%) were women; their ages ranged from 22 to 45. The statistical packages SPSS 25, JASP 0.16 and AMOS 23 facilitated the corresponding analyses. First, we calculated the means and standard deviations of the scale items. Next, we performed an exploratory factor analysis to examine the measurement model’s internal structure and a confirmatory factor analysis to confirm the structure proposed in the exploratory factor analysis. To analyze the internal structure of the measurement model so that the estimates were not affected by multivariate normality problems, we utilized the AMOS bootstrap method (with 500 repetitions, 95% CI), the maximum likelihood (MV) estimation method, and the fit indices: X2, p (chi-square and associated likelihood), Tucker–Lewis index (TLI), standardized statistical mean square residual (SRMR), comparative fit index (CFI) and root mean Square error approximation (RMSEA) with its confidence interval, the values of X2 with p < 0.001; TLI, CFI, AGFI = 0.95; RMSEA and SRMR = 0.08 (Byrne, 2016). Finally, we estimated the reliability of the measurement model with Cronbach’s alpha (a), McDonald’s omega (ω) coefficient and the mean variance extracted (VME).

Findings

An exploratory factor analysis with the MV method and obliminal rotation showed a good fit of the data to the model, which aligns with the significance of the Barlette sphericity test (X2 = 8443.2, p < 0.000) and the Kaiser–Meyer-Olkin (KMO) value of 0.94. The indices confirmed the fit of the data to the six-dimensional model for measuring the users' level of enjoyment of online games (X2 = 678.2 gl = 411, p = 0.000; SRMR = 0.05; TLI = 0.95, CFI = 0.95 and RMSEA = 0.05, IC 90% [0.04, 0.05]).

Research limitations/implications

The self-reporting format of the scale increases the social desirability of the responses, but the sample only collects information from a specific geographic location, so these findings cannot extrapolate to populations with very marked cultural differences. Finally, the study did not measure other validity evidence, such as predictive and concurrent validity, which should be considered in future studies.

Practical implications

From a practical perspective, the study offers a measurement scale with fewer items and robust psychometric evidence that ensures the fit of the data to the EGame-flow measurement scale. Further research must continue to learn about the behavior of the EGame-flow scale in different samples that new evidence of psychometric properties continues to appear and that other factors associated with the users' gaming enjoyment experience are analyzed.

Originality/value

The value and originality of the study lie in the type of evidence of psychometric properties that the instrument has and particularly in the style of sample in which the study is carried out, in this case, in the context of Mexico, where there are not enough instruments that measure the flow experience of users.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

Keywords

Open Access
Article
Publication date: 9 December 2022

José-María Romero-Rodríguez, María Soledad Ramirez-Montoya, Leonardo David Glasserman-Morales and Magdalena Ramos Navas-Parejo

The aim of this paper was to analyse the creative competence of students before and after a micro-learning experience carried out in a collaborative online international learning…

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Abstract

Purpose

The aim of this paper was to analyse the creative competence of students before and after a micro-learning experience carried out in a collaborative online international learning (COIL) environment between Spanish and Mexican university students in the field of education and entrepreneurship.

Design/methodology/approach

A single-group quasi-experimental design with pre-test and post-test measures was adopted. The composition of the group was natural and included a total of 57 students who participated in the COIL experience. The duration was three weeks, where students from both countries were linked together in the development of a micro-learning project. The creativity self-efficacy scale was used as a data collection instrument.

Findings

The micro-learning activities through COIL developed the creative competence of the participating students. In particular, the groups from both universities improved their scores on the creative competence in the post-test compared to the pre-test measure.

Research limitations/implications

The limitations of this study were linked to the sample loss of some cases, as some students did not complete the post-test measure. The main implication of the study was to demonstrate that COIL experiences are suitable for developing certain skills in students, such as creative competence or co-operative work.

Originality/value

COIL experiences break down the barriers of physical space and give students an active role, allowing them to fully develop competences and offering an intercultural perspective, which encourages open-mindedness and understanding of the world.

Details

Education + Training, vol. 65 no. 2
Type: Research Article
ISSN: 0040-0912

Keywords

Article
Publication date: 28 September 2021

Celina Torres-Arcadia, Sergio Nava-Lara, César Rodríguez-Uribe and Leonardo David Glasserman-Morales

The paper aims to present what is known from the school principals who participated in the International Successful School Principalship Project (ISSPP) in Mexico. The paper…

Abstract

Purpose

The paper aims to present what is known from the school principals who participated in the International Successful School Principalship Project (ISSPP) in Mexico. The paper reviews 14 publications (5 articles, 5 conference papers and 4 books) on successful school principals in Mexico that were published between 2009 and 2021 as part of the ISSPP. The papers were analysed using a conceptual framework consisting of perceived qualities of the principal, school organisation, suitability of teachers and principals, educational materials and methods and educational infrastructure.

Design/methodology/approach

A scoping study review methodology was used to explore publications and conference proceedings on ISSPP research on Mexican principals and schools in order to answer the question: What do we know about successful school principals in the Mexican context? Conference papers, journal articles, book chapters and books formed the knowledge base for the review.

Findings

As a result of the analysis across the five analysis categories it was found that the principals emphasised improving the educational quality of their schools and understood this as the basic criterion to judge their leadership success. Principals were central to school success and a nested model was produced to show how the successful school is built from the core of the principal, as a socio-emotional skills role model, to a culture of continuous improvement. The model included principal socio-emotional skills, school organisation, continuous improvement of teaching and principal practices and having appropriate educational materials, methods and infrastructure.

Originality/value

The ISSPP has produced a large amount of research. The paper is the first review of the substantial contribution from ISSPP research in Mexico. The model produced from the review adds to the several models produced in the ISSPP.

Details

Journal of Educational Administration, vol. 60 no. 1
Type: Research Article
ISSN: 0957-8234

Keywords

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