Study Case. USE OF SERIOUS GAMES TO PROMOTE CREATIVITY IN AN EDTECH ORGANIZATION Caso de Estudio. Uso de juegos serios para promover la creatividad en una organización EdTech Academic Article in Scopus uri icon

abstract

  • Innovation is an essential strategy for EdTech to maintain a competitive advantage; therefore, it is important to look for mechanisms to promote creativity. A trending alternative to achieve this goal is the use of games. The purpose of this research work is to know the set of rules of a game that, when used, promotes the ability of creativity within an EdTech organization, specifically the company called Innovation Center. 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. 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 provides an experience of the case. The results presented in this article are partial; methodologically, only the stages of conceptualization of the study, formulation of the research question, selection and delimitation of the case and information collection are addressed. © 2024 Latin American and Caribbean Consortium of Engineering Institutions. All rights reserved.

publication date

  • January 1, 2024