Mostrando ítems 1-12 de 12

    • A Smart Collaborative Educational Game with Learning Analytics to Support English Vocabulary Teaching 

      Tlili, Ahmed; Hattab, Sarra; Essalmi, Fathi; Chen, Nian-Shing; Huang, Ronghuai; Kinshuk; Chang, Maiga; Burgos, Daniel (International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 06/2021)
      Learning Analytics (LA) approaches have proved to be able to enhance learning process and learning performance. However, little is known about applying these approaches for second language acquisition using educational ...
    • A Systematic Literature Review of Empirical Studies on Learning Analytics in Educational Games 

      Tlili, Ahmed; Chang, Maiga; Moon, Jewoong; Liu, Zhichun; Burgos, Daniel; Chen, Nian-Shing; Kinshuk (International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 12/2021)
      Learning analytics (LA) in educational games is considered an emerging practice due to its potential of enhancing the learning process. Growing research on formative assessment has shed light on the ways in which students' ...
    • Application of Competitive Activities to Improve Students' Participation 

      Francisco, Virginia; Moreno-Ger, Pablo; Hervás, Raquel (IEEE Transactions on Learning Technologies, 2022)
      Making students become intrinsically motivated to participate in daily class activities is an open challenge that has been addressed in different ways. In this article, we evaluate the impact of an educational innovation ...
    • Comparison between Famous Game Engines and Eminent Games 

      Mishra, Prerna; Shrawankar, Urmila (International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 09/2016)
      Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about ...
    • EkonomiCards o como llevarse el 10 de últimas en Economía 

      Alonso-Barranco, Antonio (12/01/2022)
      Términos como, por ejemplo, IPC, PIB, fondo de inversión, liquidez, solvencia, FMI y un larguísimo etcétera forman parte del vocabulario de las noticias de los distintos medios de comunicación en nuestro día a día. Sin ...
    • Foreword 

      Burgos, Daniel (Student usability in educational software and games: improving experiences, 2013)
      Educational games facilitate players’ experiences, meet desired pedagogical objectives, and allow users to engage in learning while enjoying themselves. These educational games also give learners immediate feedback on their ...
    • 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. ...
    • Jugar correctamente: validación empírica de la escala Gamertype para el aprendizaje basado en juegos en la educación superior 

      Prieto Andreu, Joel Manuel; Moreno-Ger, Pablo (Revista Española de Pedagogía, 2024)
      El interés creciente por la aplicación de diseños gamificados en la educación superior se ve cuestionado por un nivel de aceptación desigual de los alumnos. Cada jugador siente atracción por el juego por distintos motivos ...
    • Learning Stations in Primary Education: Active Methodology for English Language Learning 

      Martínez-Garrido, María Tania (22/02/2023)
      The main objective of this paper is to create a didactic proposal based on the Learning Stations methodology for the English language learning in Primary Education. The benefits and implications of this methodology will ...
    • Modulating the Gameplay Challenge Through Simple Visual Computing Elements: A Cube Puzzle Case Study 

      Ribelles, Jose; Lopez, Angeles; Traver, V. Javier (International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 06/2024)
      Positive player’s experiences greatly rely on a balanced gameplay where the game difficulty is related to player’s skill. Towards this goal, the gameplay can be modulated to make it easier or harder. In this work, a ...
    • Rumour Source Detection Using Game Theory 

      Jain, Minni; Jaswani, Aman; Mehra, Ankita; Mudgal, Laqshay (International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 12/2020)
      Social networks have become a critical part of our lives as they enable us to interact with a lot of people. These networks have become the main sources for creating, sharing and also extracting information regarding various ...
    • TV Series and Social Media: Powerful Engagement Factors in Mobile Video Games 

      Saez, Yago; Mochón, Asunción; Rada, Fernando (International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 12/2018)
      The free-to-play business model has become hegemonic in the mobile video game industry, displacing the traditional paid content model that was the norm until the appearance of manufacturers’ app stores. Companies attempt ...