Diálogos entre las experiencias con realidad virtual y las actividades prácticas para favorecer el pensamiento de diseño
| dc.contributor.advisor | Acosta Gutiérrez, Joselín | |
| dc.contributor.author | Rocha Valbuena, Jimmy Raúl | |
| dc.contributor.corporatename | Universidad Santo Tomás | |
| dc.contributor.cvlac | https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001012347 | |
| dc.contributor.cvlac | https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001179942 | |
| dc.contributor.orcid | https://orcid.org/0000-0003-4879-8931 | |
| dc.date.accessioned | 2025-06-04T20:02:55Z | |
| dc.date.available | 2025-06-04T20:02:55Z | |
| dc.date.issued | 2025 | |
| dc.description | En esta investigación se estudiaron los tipos de diálogos entre la realidad virtual y las experiencias materiales que son necesarios para favorecer el pensamiento de diseño, frente a la resolución de problemas del entorno de los estudiantes en bachillerato. El pensamiento de diseño promueve que los estudiantes integren los conocimientos para la resolución de problemas, promoviendo la confianza en la resolución creativa ante los problemas de manera innovadora (Li, 2022). Sin embargo, en las escuelas públicas de los países latinoamericanos es limitada la disponibilidad de laboratorios de tecnología y de materiales para las prácticas y el diseño de prototipos (Reveduc, 2019). Por otro lado, la realidad virtual es una tecnología que ya ha sido estudiada en diferentes aplicaciones educativas con resultados bastante promisorios, (Samar, 2022). Esta investigación permitió aportar al conocimiento sobre cómo el pensamiento de diseño se puede favorecer con las experiencias que incluyen realidad virtual y las actividades prácticas, en el entorno de las escuelas públicas de los países en vía de desarrollo, como es el caso de Colombia. Además, se diseñó una propuesta didáctica con experiencias de realidad virtual y actividades prácticas incluidas en las cinco fases del modelo de pensamiento de diseño de D.school (2023). De ese modo, se implementó la propuesta didáctica en la población seleccionada, para posteriormente evaluar si se favoreció el pensamiento de diseño. La población de la investigación fueron 238 estudiantes de escuelas públicas de nivel bachillerato en Colombia y 5 docentes del área de tecnología e informática. La investigación se fundamentó en el paradigma constructivista, con un enfoque mixto, con una metodología de investigación basada en diseño (Plomp, 2010). Se utilizaron instrumentos cuantitativos y cualitativos. Los instrumentos cuantitativos empleados fueron la escala de pensamiento de diseño, aplicado a los estudiantes, instrumento diseñado por Luecha (2021), y validada por 138 docentes en el campo STEM en el continente asiático, y un cuestionario de rúbrica de seguimiento diligenciada por los docentes participantes. Con relación a los instrumentos cualitativos se utilizó un cuestionario de preguntas para las entrevistas semiestructuradas realizadas a los docentes y un cuestionario de preguntas abiertas a los estudiantes. Los resultados evidenciaron un aporte significativo de la realidad virtual para promover el pensamiento convergente en el diseño, en los procesos de visualización de propuestas, modelos y prototipos 3D, que facilitan las iteraciones o cambios en las soluciones, además de promover la generación de ideas. Las experiencias con realidad virtual permiten compensar en algunos procesos la falta de habilidades de los estudiantes para realizar dibujos, bocetos y modelos en 3D. Sin embargo, se requiere en el proceso de diseño de las actividades prácticas, esenciales para promover el trabajo en equipo, la empatía, la comunicación y los procesos de pensamiento convergente para concretar el proceso de diseño. Las dimensiones que se vieron más favorecidas con la intervención realizada fueron las de atención plena en el proceso, la orientación al aprendizaje y la confianza creativa. | |
| dc.description.abstract | In this research, we studied what types of dialogues between virtual reality and material experiences were necessary to promote design thinking, in relation to problem solving in the environment of high school students. Design thinking encourages students to integrate knowledge for problem solving, promoting confidence in creative problem solving in an innovative way (Li,2022). However, in public schools in Latin American countries, the availability of technology laboratories and materials for practices and prototype design is limited, (Reveduc,2019). On the other hand, virtual reality is a technology that has already been studied in different educational applications with quite promising results, (Samar, 2022). This research contributed to the knowledge about how design thinking can be promoted with virtual reality experiences and practical activities, in public school environments in developing countries such as Colombia. In the research, a didactic proposal was designed with virtual reality experiences and practical activities included in the five phases of the D.school design thinking model (2023). The didactic proposal was implemented in the selected population, to later evaluate whether design thinking was favored. The research population was 238 students from public high schools in Colombia and 5 teachers from the technology and computer science area. The research was based on the constructivist paradigm, with a mixed approach, with a design-based research methodology, (Plomp, 2010). Quantitative and qualitative instruments were used. The quantitative instruments used were the design thinking scale, applied to students, an instrument designed by Luecha (2021), and validated by 138 teachers in the STEM field on the Asian continent, and a follow-up rubric questionnaire completed by the participating teachers. Regarding the qualitative instruments, a questionnaire was used for the semi-structured interviews with teachers and a questionnaire with open questions for students. The dimensions with the best results were those of full attention in the process, where convergent and divergent thinking processes were carried out to find solutions to. the identified problems. Positive results were also observed in the dimension of learning orientation, where the realization of learning experiences was promoted. And a favorable result was achieved in the dimension of creative confidence related to the processes of creating models and changes in them, through iterations in the solutions. Likewise, teachers showed a positive contribution of virtual reality, especially in the stages of prototyping and evaluation of solutions. | |
| dc.description.degreelevel | Doctorado | spa |
| dc.description.degreename | Doctor en Eduación | spa |
| dc.format.mimetype | application/pdf | |
| dc.identifier.citation | Rocha Valbuena, J. R. (2025). Diálogos entre las experiencias con realidad virtual y las actividades prácticas para favorecer el pensamiento de diseño. [Trabajo de Doctorado, Universidad Santo Tomás]. Repositorio Institucional. | |
| dc.identifier.instname | instname:Universidad Santo Tomás | spa |
| dc.identifier.reponame | reponame:Repositorio Institucional Universidad Santo Tomá | spa |
| dc.identifier.repourl | repourl:https://repository.usta.edu.co | spa |
| dc.identifier.uri | http://hdl.handle.net/11634/67710 | |
| dc.language | spa | spa |
| dc.publisher | Universidad Santo Tomás | spa |
| dc.publisher.branch | CRAI-USTA Bogotá | |
| dc.publisher.faculty | Facultad de Educación | spa |
| dc.publisher.program | Doctorado en Educación | spa |
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| dc.rights | Attribution-NonCommercial-NoDerivs 2.5 Colombia | en |
| dc.rights.accessrights | info:eu-repo/semantics/openAccess | |
| dc.rights.local | Abierto (Texto Completo) | spa |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/2.5/co/ | |
| dc.subject.keyword | Design thinking | |
| dc.subject.keyword | Virtual reality | |
| dc.subject.keyword | Practical activities | |
| dc.subject.keyword | Creativity | |
| dc.subject.keyword | Innovation | |
| dc.subject.keyword | Experiential learning | |
| dc.subject.lemb | Educación | |
| dc.subject.lemb | Realidad virtua | |
| dc.subject.lemb | Escuelas públicas | |
| dc.subject.lemb | Tecnología e informática en educación | |
| dc.subject.proposal | Pensamiento de diseño | |
| dc.subject.proposal | Realidad virtual | |
| dc.subject.proposal | Actividades prácticas | |
| dc.subject.proposal | Creatividad | |
| dc.subject.proposal | Innovación | |
| dc.subject.proposal | Aprendizaje experiencial | |
| dc.title | Diálogos entre las experiencias con realidad virtual y las actividades prácticas para favorecer el pensamiento de diseño | |
| dc.type | doctoral thesis | |
| dc.type.coar | http://purl.org/coar/resource_type/c_db06 | |
| dc.type.coarversion | http://purl.org/coar/version/c_ab4af688f83e57aa | |
| dc.type.drive | info:eu-repo/semantics/doctoralThesis | |
| dc.type.local | Tesis doctoral | spa |
| dc.type.version | info:eu-repo/semantics/acceptedVersion |
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