Mostrando ítems 1906-1925 de 4525

    • G-Sep: A Deep Learning Algorithm for Detection of Long-Term Sepsis Using Bidirectional Gated Recurrent Unit 

      Rajmohan, R.; Kumar, T. Ananth; Julie, E. Golden; Robinson, Y.H.; Vimal, S.; Kadry, Seifedine; González-Crespo, Rubén (International Journal of Uncertainty Fuzziness and Knowledge-Based Systems, 2022)
      Sepsis is a common and deadly condition that must be treated eloquently within 19 hours. Numerous deep learning techniques, including Recurrent Neural Networks, Convolution Neural Networks, Long Short-Term Memory, and Gated ...
    • Galaxy And Mass Assembly (GAMA): extended intragroup light in a group at z=0.2 from deep Hyper Suprime-Cam images 

      Martinez-Lombilla, Cristina; Brough, Sarah; Montes, Mireia; Baena-Galle, Roberto; Akhlaghi, Mohammad; Infante-Sainz, Raul; Driver, Simon P.; Holwerda, Benne W.; Pimbblet, Kevin A.; Robotham, Aaron S. G. (Monthly Notices of the Royal Astronomical Society, 2023)
      We present a pilot study to assess the potential of Hyper Suprime-Cam Public Data Release 2 (HSC-PDR2) images for the analysis of extended faint structures within groups of galaxies. We examine the intragroup light (IGL) ...
    • Galdós y Beethoven, 2020: claves de una interacción simbólica 

      Vela González, Marta (Revista de Occidente, 10/2020)
      Artículo publicado en la Revista de Occidente, número 473.
    • Gambling activity in the old-age general population 

      del Pino-Gutierrez, Amparo; Granero, Roser; Fernández-Aranda, Fernando; Mena-Moreno, Teresa; Mestre-Bach, Gemma; Gómez-Peña, Mónica; Moragas, Laura; Aymamí, Neus; Giroux, Isabelle; Grall-Bronnec, Marie; Sauvaget, Anne; Codina, Ester; Vintró-Alcaraz, Cristina; Lozano-Madrid, María; Agüera, Zaida; Sánchez-González, Jéssica; Casalé, Gemma; Baenas, Isabel; Sánchez, Isabel; López González, Hibai; Menchón, José M.; Jiménez-Murcia, Susana (Cambridge University Press, 2022)
      Old age constitutes a vulnerable stage for developing gambling-related problems. The aims of the study were to identify patterns of gambling habits in elderly participants from the general population, and to assess ...
    • Gambling-related offenses and treatment outcome 

      Mestre-Bach, Gemma; Vintró-Alcaraz, Cristina; Granero, Roser; Fernandez-Aranda, Fernando; Jimenez-Murcia, Susana (Journal of Behavioral Addictions, 2022)
      [Resumen no disponible]
    • Game Space and Game Situation as Mediators of the External Load in the Tasks of School Handball 

      Feu, Sebastián; Garcia-Ceberino, Juan Manuel; Gracia Gamero, Maria; Gonzalez-Espinosa, Sergio; Antunez, Antonio (International Journal of Environmental Research and Public Health, 2023)
      The teacher's didactic intervention also requires knowledge and control of learning tasks' workloads. The objectives of the study were as follows: (i) to quantify the subjective external load-eTL of tasks framed in didactic ...
    • Game-Based Learning for Learners With Disabilities-What Is Next? A Systematic Literature Review From the Activity Theory Perspective 

      Tlili, Ahmed; Denden, Mouna; Duan, Anqi; Padilla-Zea, Natalia ; Huang, Ronghuai; Sun, Tianyue; Burgos, Daniel (Frontiers in psychology, 2022)
      The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential ...
    • Games math. Adaptive video game to evaluate basic mathematic concepts 

      Sarría, Íñigo ; González-Crespo, Rubén ; Magreñán, Á. Alberto ; Narváez, Sandra Patricia ; Orcos, Lara (08/2017)
      Video games are interesting tools which can help teachers to motivate students so as to reinforce the main concepts related to Euclidean geometry, such as the types of angles, lines, and terms related with the circle and ...
    • Game·Tel: An approach to multi-format and multi-device accessible engineering education 

      Anido, Luis; Burgos, Daniel ; Caeiro, Manuel; Torrente, Javier; Fernández, Manuel; González, Javier; ...et al. (2011 Frontiers in Education Conference (FIE), 2011)
      Game·Tel is an open source software system that supports personalized learning, focusing on serious games and simulations, making these and traditional content accessible and adaptive to the student and educational context. ...
    • La gamificación como herramienta para dinamizar la evaluación continua en un máster universitario 

      Bárcena-Toyos, Patricia (Revista de Estilos de Aprendizaje, 2022)
      La pandemia del COVID-19 ha evidenciado la necesidad de adoptar estrategias didácticas que permitan acercar el conocimiento a los alumnos a través de un entorno en línea, sacando el máximo provecho a este tipo de enseñanza. ...
    • Gamificación del aula en la enseñanza superior online: el uso de Kahoot 

      Magadán Díaz, Marta ; Rivas García, Jesús Israel (Campus Virtuales, 2022)
      Esta investigación estudia a través de una metodología mixta, cualitativa y cuantitativa, las percepciones que los estudiantes universitarios del Máster de Formación del Profesorado de ESO y Bachillerato, FP y Enseñanza ...
    • Gamificación en Iberoamérica. Experiencias desde la Comunicación y la Educación 

      Torres Toukoumidis, Ángel; Romero Rodríguez, Luis Miguel (Abya Yala, 2018)
      La presente obra capitular solo ha sido posible gracias al esfuerzo desinteresado y altruista de la Universidad Politécnica Salesiana, de la editorial Abya-Yala y del Game Lab UPS. Este trabajo se ha elaborado en el marco ...
    • Gamificación en los docentes de educación superior del Ecuador 

      Torres Toukoumidis, Ángel; Romero Rodríguez, Luis Miguel ; Valle Razo, Ana Luisa (Gamificación en Iberoamérica. Experiencias desde la Comunicación y la Educación, 2018)
      Capítulo del libro: Gamificación en Iberoamérica. Experiencias desde la Comunicación y la Educación
    • Gamificación y transmedia del videojuego al libro. El caso de Assassin’s Creed 

      Vizcaíno-Verdú, Arantxa; Contreras-Pulido, Paloma ; Guzmán-Franco, María-Dolores (Gamificación en Iberoamérica. Experiencias desde la Comunicación y la Educación, 2018)
      Capítulo del libro: Gamificación en Iberoamérica. Experiencias desde la Comunicación y la Educación
    • Gamificación, motivación y rendimiento en educación: Una revisión sistemática 

      Prieto Andreu, Joel Manuel ; Gómez-Escalonilla-Torrijos, Juan Diego ; Said-Hung, Elías Manuel (Revista Electrónica Educare, 2022)
      ntroducción. El propósito de este artículo es revisar la bibliografía que analiza la relación entre gamificación, motivación y aprendizaje y, así, proporcionar ideas pedagógicas y didácticas para ...
    • Gamificando en tiempos de coronavirus: el estudio de un caso 

      Salvador-García, Celina (Red-Revista de educación a distancia, 2021)
      La COVID-19 ha generado un escenario educativo inesperado en el que la educación a distancia se ha convertido una realidad en todas las etapas educativas. No obstante, atender a todo el alumnado debe seguir siendo una ...
    • Gamification as Support for Educational Inclusion: The Case of AR-mBot 

      Quintero, Jairo; Baldiris, Silvia; Cerón, Jhoni; Garzón, Juan; Burgos, Daniel; Velez, Gloria (Proceedings - 2022 International Conference on Advanced Learning Technologies, ICALT 2022, 2022)
      Today's education must offer multiple opportunities to address the individual needs of all students. In this context, educational innovation plays an important role in guiding the processes of creating strategies to achieve ...
    • Gamification within the english classroom 

      Mosquera Gende, Ingrid ; Garcia Corces, Marta; del Rio, Alba Conde (INTED2017: 11TH International technology, education and development conference, 2017)
      This study aims to provide a general overview of gamification, one of the educational methodologies which is currently booming. Firstly, on the one hand, we will commence by defining the concept of gamification while bearing ...
    • Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education 

      Torrado-Cespón, Milagros; Díaz Lage, José María (Contemporary Educational Technology, 2022)
      As a motivational teaching practice, gamification does not always work as expected. This paper supports these findings and adds the factor of online teaching analyzing the results of an experiment carried out in an online ...
    • Gamified Learning in Online Teaching Through Platforms: The Use of Quizizz 

      Rivas García, Jesús Israel; Magadán Díaz, Marta (Communications in Computer and Information Science, 2022)
      The present research has the goal of exploring the graduate students’ perceptions have when using Quizizz. The reference framework for this research is a compulsory subject, within a master's degree at an online Spanish ...