DATOS DE INVESTIGACIÓN: Envíos recientes
Mostrando ítems 16-18 de 50
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Physiological flow-clutch states identification within the eduflow scale in educational STEAM real-word scenarios
(International Journal of Technology in Education (IJTE), 2025)This paper focuses on the physiological identification of Clutch-Flow states in real-world educational scenarios. By using the Eduflow scale and Polar H10 wearable devices, we develop two STEAM face-to-face project-base ... -
Gamification in technology and design areas: a teaching innovation project in a fully online environment
(Entertainment Computing, 2024)Gallifantes and motivation’ is a teaching innovation project intended to foster students to participate in the university online campus of UNIR, a fully online university. Although students at UNIR are used to studying in ... -
Playability: analysing user experience in video games
(Behaviour & information technology, 2012)Currently, few studies focus on analysing the degree of the Player eXperience (PX) in video games. Video games have now become interactive entertainment systems with a high economic impact on society; these are interactive ...





