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Empowering Positive Behaviors: A Gamification-Based Approach
dc.contributor.author | Garbayo-Ágreda, Iñigo | |
dc.contributor.author | Padilla-Zea, Natalia | |
dc.contributor.author | Burgos, Daniel | |
dc.date | 2019 | |
dc.date.accessioned | 2020-09-22T08:25:42Z | |
dc.date.available | 2020-09-22T08:25:42Z | |
dc.identifier.citation | Garbayo-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_5 | es_ES |
dc.identifier.isbn | 9783030312831 | |
dc.identifier.issn | 1865-0929 | |
dc.identifier.uri | https://reunir.unir.net/handle/123456789/10588 | |
dc.description | Ponencia 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.abstract | Spanish 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.iso | eng | es_ES |
dc.publisher | Communications in Computer and Information Science | es_ES |
dc.relation.ispartofseries | ;vol. 1091 | |
dc.relation.uri | https://link.springer.com/chapter/10.1007%2F978-3-030-31284-8_5 | es_ES |
dc.rights | restrictedAccess | es_ES |
dc.subject | adolescence | es_ES |
dc.subject | behavioral science | es_ES |
dc.subject | gamification | es_ES |
dc.subject | learning systems | es_ES |
dc.subject | semisupervised learning | es_ES |
dc.subject | Scopus(2) | es_ES |
dc.title | Empowering Positive Behaviors: A Gamification-Based Approach | es_ES |
dc.type | conferenceObject | es_ES |
reunir.tag | ~ARI | es_ES |
dc.identifier.doi | https://doi.org/10.1007/978-3-030-31284-8_5 |
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