Author(s): Cruz García Lirios
The emergency of the SARS CoV-2 coronavirus and the COVID-19 disease forced educational systems to move from face-to-face to virtual classrooms. In this scenario, the dissemination of the Sustainable Development Goals (SDG) on virtual platforms intensified immersive learning. The objective of this work was to establish the neural network of a sample of students exposed to the immersive dissemination of the SDGs during the pandemic. An exploratory, cross-sectional and correlational study was carried out with a sample of 100 professional practitioners and social servants attached to a public university in central Mexico. The results show the prevalence of four nodes related to SDGs 9, 13, 14 and 15. The present work found an innovation in the order of SDGs most widespread and assimilated by the sample and in relation to the state of the art and the limits of the sample size it is recommended to extend the study to the type of immersion: gamified , augmented or virtualized reality in order to establish significant differences by type of SDG. In this sense, the gamification of quality of life was anticipated by innovative industrialization and climate action, although the other SDGs should be modeled as predictors of quality of life without gamification and rather in a risk scenario such as the effects of climate change.