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dc.contributor.authorGarbayo-Ágreda, Iñigo
dc.contributor.authorPadilla-Zea, Natalia
dc.contributor.authorBurgos, Daniel
dc.date2019
dc.date.accessioned2020-09-22T08:25:42Z
dc.date.available2020-09-22T08:25:42Z
dc.identifier.citationGarbayo-Ágreda I., Padilla-Zea N., Burgos D. (2019) Empowering Positive Behaviors: A Gamification-Based Approach. In: Burgos D. et al. (eds) Higher Education Learning Methodologies and Technologies Online. HELMeTO 2019. Communications in Computer and Information Science, vol 1091. Springer, Cham. https://doi.org/10.1007/978-3-030-31284-8_5es_ES
dc.identifier.isbn9783030312831
dc.identifier.issn1865-0929
dc.identifier.urihttps://reunir.unir.net/handle/123456789/10588
dc.descriptionPonencia de la conferencia "1st International Workshop on Higher Education Learning Methodologies and Technologies Online, HELMeTO 2019; Novedrate; Italy; 6 June 2019 through 7 June 2019"es_ES
dc.description.abstractSpanish educational laws specify the percentage of a student’s grades that correspond to knowledge, skills, and behavior. In recent years, the percentage assigned to attitudes has grown due to the importance that pedagogues and psychologists place on good attitude and coexistence in learning processes. In this regard, this study explores how teachers can evaluate students’ attitudes and promote good behaviors in classrooms, as well as improve communication with families. To do that, a gamification approach was implemented in a secondary school in Spain, managing a population of 105 students and an experimental sample of 53 students. The results obtained from comparing the experimental and control groups reveal a deep importance of promoting and recognizing good behavior at school, as well as of letting students and families participate in the process.es_ES
dc.language.isoenges_ES
dc.publisherCommunications in Computer and Information Sciencees_ES
dc.relation.ispartofseries;vol. 1091
dc.relation.urihttps://link.springer.com/chapter/10.1007%2F978-3-030-31284-8_5es_ES
dc.rightsrestrictedAccesses_ES
dc.subjectadolescencees_ES
dc.subjectbehavioral sciencees_ES
dc.subjectgamificationes_ES
dc.subjectlearning systemses_ES
dc.subjectsemisupervised learninges_ES
dc.subjectScopus(2)es_ES
dc.titleEmpowering Positive Behaviors: A Gamification-Based Approaches_ES
dc.typeconferenceObjectes_ES
reunir.tag~ARIes_ES
dc.identifier.doihttps://doi.org/10.1007/978-3-030-31284-8_5


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