CREATIVIA: Experiencia de aprendizaje en habilidades socioemocionales para niños
dc.contributor.advisor | Barriga Amaya, Santiago | |
dc.contributor.author | Sarabia Logreira, Isabella | |
dc.date.accessioned | 2025-05-26T14:01:07Z | |
dc.date.available | 2025-05-26T14:01:07Z | |
dc.date.issued | 2025-05 | |
dc.description.abstract | CREATIVIA es una propuesta de diseño educativo dirigida a niños de 7 a 12 años, que integra narrativa, gamificación y diseño de experiencias para fortalecer habilidades socioemocionales. A través de una aventura espacial protagonizada por Luna y Astro, los niños enfrentan misiones en distintos planetas, cada una centrada en una habilidad como el reconocimiento emocional, la toma de decisiones y la comunicación efectiva. El proyecto combina un libro ilustrado, fichas tipo paper toy y elementos interactivos físicos que promueven un aprendizaje activo, manual y significativo. CREATIVIA se fundamenta en teorías de aprendizaje experiencial, storytelling, gamificación educativa y educación emocional, ofreciendo herramientas para potenciar el desarrollo personal en la infancia mediante el juego, la exploración y la creatividad. | |
dc.description.abstractenglish | CREATIVIA is an educational design proposal aimed at children aged 7 to 12, integrating storytelling, gamification, and experience design to strengthen socioemotional skills. Through a space adventure led by Luna and Astro, children undertake missions on different planets, each focused on developing abilities such as emotional recognition, decision-making, and effective communication. The project combines an illustrated book, paper toy assembly pieces, and physical interactive elements that promote active, hands-on, and meaningful learning. Grounded in theories of experiential learning, educational storytelling, gamification, and emotional education, CREATIVIA offers innovative tools to foster children's personal development through play, exploration, and creativity. | |
dc.description.degreelevel | Pregrado | spa |
dc.description.degreename | Diseñador Industrial | spa |
dc.format.mimetype | application/pdf | |
dc.identifier.instname | instname:Universidad El Bosque | spa |
dc.identifier.reponame | reponame:Repositorio Institucional Universidad El Bosque | spa |
dc.identifier.repourl | repourl:https://repositorio.unbosque.edu.co | |
dc.identifier.uri | https://hdl.handle.net/20.500.12495/14467 | |
dc.language.iso | es | |
dc.publisher.faculty | Facultad de Creación y Comunicación | spa |
dc.publisher.grantor | Universidad El Bosque | spa |
dc.publisher.program | Diseño Industrial | spa |
dc.relation.references | Bruner, J. (1990). Acts of meaning. Harvard University Press. | |
dc.relation.references | Bruner, J. (1996). The culture of education. Harvard University Press. | |
dc.relation.references | Bruner, J. S. (1997). La educación, puerta de la cultura. Paidós | |
dc.relation.references | Brown, T. (2009). Change by design: How design thinking creates new alternatives for business and society. Harper Business. | |
dc.relation.references | Buxton, B. (2007). Sketching user experiences: Getting the design right and the right design. Morgan Kaufmann. | |
dc.relation.references | CASEL. (2020). What is SEL? Collaborative for Academic, Social, and Emotional Learning. https://casel.org/what-is-sel/ | |
dc.relation.references | Cassullo, G. L., & Fernández, A. M. (2016). Educación emocional: Aportes para una intervención escolar integral. Revista Iberoamericana de Diagnóstico y Evaluación Psicológica, 42(2), 65–74. | |
dc.relation.references | Congreso de Colombia. (2016). Ley 1804 de 2016: Ley de Cero a Siempre. https://www.icbf.gov.co | |
dc.relation.references | Cross, N. (2011). Design thinking: Understanding how designers think and work. Berg. | |
dc.relation.references | Cross, N. (2011). Design thinking: Understanding how designers think and work. Berg. | |
dc.relation.references | Cross, N. (2018). Developing design as a discipline. Journal of Engineering Design, 29(12), 691–708. https://doi.org/10.1080/09544828.2018.1537481 | |
dc.relation.references | Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). https://doi.org/10.1145/2181037.2181040 | |
dc.relation.references | Dewey, J. (1938). Experience and education. Macmillan. | |
dc.relation.references | Goleman, D. (1995). Emotional intelligence: Why it can matter more than IQ. Bantam Books. | |
dc.relation.references | Garrett, J. J. (2002). The elements of user experience: User-centered design for the web and beyond (2ª ed.). New Riders. | |
dc.relation.references | Garrett, J. J. (2013). The design of everyday things: Revised and expanded edition. Basic Books. | |
dc.relation.references | Hernández Olave, J. S. (2024). Prototipado como estrategia para la generación de nuevo conocimiento desde los procesos de formación en investigación-creación en el diseño industrial. Kepes, 20(28), 179–218. | |
dc.relation.references | Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall. | |
dc.relation.references | Ministerio de Educación Nacional de Colombia. (2020). Lineamientos para la atención integral a la primera infancia. https://www.mineducacion.gov.co/ | |
dc.relation.references | Moggridge, B. (2007). Designing interactions. MIT Press. | |
dc.relation.references | Norman, D. A. (2004). Emotional design: Why we love (or hate) everyday things. Basic Books. | |
dc.relation.references | Norman, D. A. (2016). When you come to a fork in the road, take it: The future of design. She Ji: The Journal of Design, Economics, and Innovation, 2(4), 343–348. https://doi.org/10.1016/j.sheji.2017.07.003 | |
dc.relation.references | Osterwalder, A., & Pigneur, Y. (2010). Business model generation. Wiley. | |
dc.relation.references | Papanek, V. (1972). Design for human scale. Whitney Library of Design. | |
dc.relation.references | Papanek, V. (1985). Design for the real world: Human ecology and social change (2ª ed.). Academy Chicago. | |
dc.relation.references | Rams, D. (1995). As little design as possible: The work of Dieter Rams. Die Gestalten Verlag. | |
dc.relation.references | Rhea, D. (2005). A new perspective on design: Focusing on customer experience. Design Management Journal, 16(1), 29–35. | |
dc.relation.references | Shedroff, N. (2001). Experience design 1. New Riders. | |
dc.relation.references | Shneiderman, B. (1983). Direct manipulation: A step beyond programming languages. IEEE Computer, 16(8), 57–69. | |
dc.relation.references | Swift, T. (2023). Long Live (Taylor’s Version). En Speak Now (Taylor’s Version) [Álbum]. Republic Records. | |
dc.relation.references | UNESCO. (2021). Reimaginar juntos nuestros futuros: Un nuevo contrato social para la educación. https://unesdoc.unesco.org/ark:/48223/pf0000379707 | |
dc.relation.references | Verbeek, P. P. (2006). Materializing morality: Design ethics and technological mediation. Science, Technology & Human Values, 31(3), 361–380. https://doi.org/10.1177/0162243905285847 | |
dc.rights | Attribution-NonCommercial-ShareAlike 4.0 International | en |
dc.rights.accessrights | info:eu-repo/semantics/openAccess | |
dc.rights.accessrights | https://purl.org/coar/access_right/c_abf2 | |
dc.rights.local | Acceso abierto | spa |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-sa/4.0/ | |
dc.subject | Diseño de experiencias | |
dc.subject | Storytelling | |
dc.subject | Gamificación educativa | |
dc.subject | Aprendizaje socioemocional | |
dc.subject | Diseño infantil | |
dc.subject | Educación emocional | |
dc.subject | Aprendizaje activo | |
dc.subject.ddc | 745.2 | |
dc.subject.keywords | Experience design | |
dc.subject.keywords | Storytelling | |
dc.subject.keywords | Educational gamification | |
dc.subject.keywords | Socioemotional learning | |
dc.subject.keywords | Children's design | |
dc.subject.keywords | Emotional education | |
dc.subject.keywords | Active learning | |
dc.title | CREATIVIA: Experiencia de aprendizaje en habilidades socioemocionales para niños | |
dc.title.translated | CREATIVIA: Learning experience in social-emotional skills for children | |
dc.type.coar | https://purl.org/coar/resource_type/c_7a1f | |
dc.type.coarversion | https://purl.org/coar/version/c_ab4af688f83e57aa | |
dc.type.driver | info:eu-repo/semantics/bachelorThesis | |
dc.type.hasversion | info:eu-repo/semantics/acceptedVersion | |
dc.type.local | Tesis/Trabajo de grado - Monografía - Pregrado | spa |
Archivos
Bloque original
1 - 1 de 1
Cargando...
- Nombre:
- Trabajo de grado.pdf
- Tamaño:
- 27.27 MB
- Formato:
- Adobe Portable Document Format