La Metodología UX como enfoque centrado en el estudiante: aplicación al diseño de material didáctico para el dibujo artístico
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Después de la pandemia el uso de la tecnología es parte de la vida cotidiana en los entornos educativos. Actualmente, con los modelos híbridos, es importante que las personas estudiantes desarrollen actitudes autónomas en su proceso de aprendizaje. El objetivo de este artículo es aplicar la metodología UX al diseño de material didáctico para el dibujo artístico. En la metodología UX el estudiantado es el centro de su proceso de enseñanza-aprendizaje y se involucra en todo desde el diseño hasta la evaluación de los productos. La presente investigación adoptó un enfoque cualitativo para explorar la aplicación de la metodología UX e implementar sus cinco fases: empatizar, investigar, diseñar, prototipar y testear. El diseño de la investigación se clasifica como investigación aplicada de una metodología existente. El abordaje es un estudio transversal exploratorio dado que el objetivo es visualizar el desempeño de la metodología UX dentro del contexto del diseño de material didáctico artístico. El estudio se desarrolló en tres etapas: la etapa inicial desarrollada en el 2020, la etapa intermedia desarrollada en el 2021 y la etapa avanzada desarrollada en el 2024. Para ello se eligieron los cursos de Dibujo 1 y Dibujo 3 que pertenecen al ciclo básico del plan de estudios de la Escuela de Artes Plásticas de la Universidad de Costa Rica. La experiencia contó con la participación de 103 personas estudiantes. Los resultados obtenidos muestran la aplicación del proceso de empatía, la investigación previa al diseño, el desarrollo de dos sistemas de diseño, la evolución de tres prototipos y la evaluación. Los resultados principales del estudio corresponden a los datos obtenidos en el 2024. En la investigación se observó un aporte positivo de la metodología UX al diseño de materiales didácticos dado que al integrar al estudiantado como parte del diseño y de la experiencia, les provee un sentimiento de pertenencia y autonomía que maximiza el aprendizaje y fomenta las experiencias educativas personalizadas.
After the pandemic, the use of technology has become part of everyday life in educational environments. With hybrid models, it is important for students to develop autonomous attitudes in their learning process. The goal of this article is to apply the UX methodology to the design of teaching materials for artistic drawing. In the UX methodology, the student is the center of their teaching-learning process and is involved in everything from the design to the evaluation of the products. The research adopts a qualitative approach to explore the implementation of the five UX phases: empathize, research, design, prototype, and test. The methodological design is classified as applied research of an existing methodology, using an exploratory cross-sectional approach to examine the performance of UX methodology in the context of artistic teaching materials. The researchers developed the study in three stages: the initial stage in 2020, the intermediate stage in 2021, and the advanced stage in 2024. For this purpose, we chose the Drawing 1 and Drawing 3 courses, which belong to the basic cycle of the curriculum of the School of Plastic Arts of the University of Costa Rica. The experience had the participation of 103 students. The results show the application of the empathy process, the research prior to the design, the development of two design systems, the evolution of the creation of three prototypes and the evaluation. The 2024 results confirm that UX methodology positively impacts the design of educational materials, fostering students’ sense of belonging and autonomy, which enhances learning and promotes personalized educational experiences
After the pandemic, the use of technology has become part of everyday life in educational environments. With hybrid models, it is important for students to develop autonomous attitudes in their learning process. The goal of this article is to apply the UX methodology to the design of teaching materials for artistic drawing. In the UX methodology, the student is the center of their teaching-learning process and is involved in everything from the design to the evaluation of the products. The research adopts a qualitative approach to explore the implementation of the five UX phases: empathize, research, design, prototype, and test. The methodological design is classified as applied research of an existing methodology, using an exploratory cross-sectional approach to examine the performance of UX methodology in the context of artistic teaching materials. The researchers developed the study in three stages: the initial stage in 2020, the intermediate stage in 2021, and the advanced stage in 2024. For this purpose, we chose the Drawing 1 and Drawing 3 courses, which belong to the basic cycle of the curriculum of the School of Plastic Arts of the University of Costa Rica. The experience had the participation of 103 students. The results show the application of the empathy process, the research prior to the design, the development of two design systems, the evolution of the creation of three prototypes and the evaluation. The 2024 results confirm that UX methodology positively impacts the design of educational materials, fostering students’ sense of belonging and autonomy, which enhances learning and promotes personalized educational experiences
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Educación artística, Material didáctico, Experiencia de usuario, Metodología UX, Dibujo, Tecnología educacional, Diseño
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