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The graphic adventure as an instrument to assist comprehensive reading
(ACM International Conference Proceeding Series, Interaccion 2017, 2017-09)
Video games are interactive applications aimed at entertainment that, practically since its inception, has been tested in order to exploit their properties in other areas. In this line, the educational extrapolation has ...
Introducing an interactive story in a geolocalized experience
(ACM International Conference Proceeding Series, Interaccion 2017, 2017)
Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. The integration of the ...
Gender design methods for engineering, responsible innovation and interaction
(ACM International Conference Proceeding Series, 2018)
Although there is a large number of studies in the literature designed to analyze the low representation of women in technology and, especially, in information technology, studies to analyze how these technologies have ...
Empathy and virtual agents for learning applications in symbiotic systems
(IEEE Global Engineering Education Conference, EDUCON, 2018)
Transparency and ethics are the key issues to improve in the future generations of bots and robots. Communication between users and bots or robots must be clear and transparent to be audited. Empathy will be a valuable ...
Promoting Open Education through Gamification in Higher Education: The OpenGame project
(ACM International Conference Proceeding Series, 2020)
Open education enables the transformation of higher education institutions to increase access to and quality of education, which is directly connected with the fourth sustainable development goal defined by UNESCO. Despite ...
Living-UGR: Una aventura gráca geolocalizada para difundir el patrimonio de la Universidad de Granada
(CEUR Workshop Proceedings, 2016-06)
El presente art´ıculo describe una aplicaci´on para dispositivos
m´oviles desarrollada en el marco de un proyecto de investigaci´on cuyo objetivo es fomentar las visitas al patrimonio, tanto cultural como acad´emico y ...
Empowering Positive Behaviors: A Gamification-Based Approach
(Communications in Computer and Information Science, 2019)
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 ...
Fostering the Family-School Relationship with a Web-Based Application
(Communications in Computer and Information Science, 2019)
This work describes the design of a Web application that allows not only the communication of families with schools but also their immersion in the learning process of their children, so they can contribute in its mediation. ...
Online Digital Workshop: An Opportunity for Digital Learning in Kenya
(Communications in Computer and Information Science, 2022)
Institutions wishing to introduce e-learning into their educational system need to consider the necessary resources and evaluate the levels of technological literacy of their teaching staff. The teachers’ preparation in ...
Semiautomatic Grading of Short Texts for Open Answers in Higher Education
(Communications in Computer and Information Science, 2022)
Grading student activities in online courses is a time-expensive task, especially with a high number of students in the course. To avoid a bottleneck in the continuous evaluation process, quizzes with multiple choice ...