Do you know your city? Gentrification and social awareness in Mexico City.
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 32
Presenters

Session description
Purpose & objective
In this presentation, participants will learn how students from a Mexican high school conducted massive research on the social problem of gentrification, which has created inequality in Mexico City. The participant will also know the process of this research and the tools used during the process and the human experience of the research field.
In conducting this research, the students understood some of the dynamics that had led to inequality in Mexico City and learned about the sociospatial dynamics of urban space.
In addition, students learned how access to academic resources, such as specialized scientific databases in social sciences (Jstor, Redalyc, ScIELO, among others) and how technology has progressed to provide the latest knowledge available, versus access to unreliable knowledge sources in research engines that students tend to use in their daily lives.
Also, the entire process was guided by reiterative counseling and exposure to different types of audiences inside and outside the classroom, and in exhibitions and events at school, where they not only showed some results, but also applied gamification in their presentations.
However, the most impactful part of the process was the field of research, where students were able to observe and collect data to confirm theory and scientific knowledge. Evidence of success is a link to all the photos, videos, and presentations students made during the six months of work.
Outline
The presentation includes the results of the overall investigation: qualitative and quantitative results, maps and two interactive games (Mexican lottery of gentrification and a trivia) made by students where the audience will have the chance to experience what student presented during their past presentations.
The time spent will be around 20 to 30 minutes.
Supporting research
Gamification
Rodrigues da Silva, R. J., Gouveia Rodrigues, R., & Pereira Leal, C. T. (2019). Gamification in Management Education: A Systematic Literature Review. BAR - Brazilian Administration Review, 16(2), 180103. https://doi.org/10.1590/1807-7692bar2019180103
Gentrification
Salinas Arreortua, L. A., (2013). LA GENTRIFICACIÓN DE LA COLONIA CONDESA, CIUDAD DE MÉXICO. APORTE PARA UNA DISCUSIÓN DESDE LATINOAMÉRICA. Revista Geográfica de América Central, 2(51), 145-167.
Castillo-Oropeza, O. A., Delgado-Hernández, E., & García-Morales, Á. (2018). Gentrificación y desastre en la Zona de La Condesa. Revista Bitácora Urbano Territorial, 28(2), 35-43. https://doi.org/10.15446/bitacora.v28n2.70157
Accessible knowledge to databases
Morales Gaitán, K. A., & Aguado López, E. (2010). La legitimación de la Ciencia social en las bases de datos científicas más importantes para América Latina. Latinoamérica. Revista de Estudios Latinoamericanos, (51), 159-188.
Session specifications
Tablet: Android, iOS, Windows
Citizen
- Mentor students in safe, legal and ethical practices with digital tools and the protection of intellectual rights and property.
- Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
- Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.