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Gamificación y transmedia del videojuego al libro. El caso de Assassin’s Creed
(Gamificación en Iberoamérica. Experiencias desde la Comunicación y la Educación, 2018)
Capítulo del libro: Gamificación en Iberoamérica. Experiencias desde la Comunicación y la Educación
Gamificación en los docentes de educación superior del Ecuador
(Gamificación en Iberoamérica. Experiencias desde la Comunicación y la Educación, 2018)
Capítulo del libro: Gamificación en Iberoamérica. Experiencias desde la Comunicación y la Educación
La estrategia de branding creativo como ejemplo de perdurabilidad de la marca: El caso de Tiffany&Co
(Universidad de Alicante, 2018)
La reinvención constante a la que se someten las marcas más innovadoras genera un abanico de novedad, ingenio y cambio incesante, que condiciona la aplicación de estrategias creativas basadas en el capital humano y la ...
ARtour: Augmented reality-based game to promote agritourism
(Lecture Notes in Computer Science, 2018)
Agritourism is an extension of ecotourism, which encourages visitors to experience agricultural life at firsthand. The growing interest in this industry worldwide poses new challenges to the environment. Traditional tourism ...
Automation of the tutoring process in online environments through the analitycs of learning
(Iberian Conference on Information Systems and Technologies, CISTI, 2018)
This article presents the preliminary results of an investigation project about new classroom technologies in online learning, whose main objective is the design of a new technological tool in enviroment online, through ...
Maturity model for collaborative innovation: Higher education challenge
(Iberian Conference on Information Systems and Technologies, CISTI, 2018)
Higher Education Institutions (HEI) have changed both the way of developing their substantive functions, and of managing the institution. In this permanent change, a diversity of technologies has been incorporated, which ...
A long-term view of knowledge agents as key enablers of environmental knowledge
(Proceedings of the European Conference on Knowledge Management, ECKM, 2017-09)
Knowledge agents are individuals who contribute to the transformation and exchange of knowledge and who make active use of the knowledge derived from relevant information. From a hotel perspective, knowledge agents are ...
Holographic tools for science learning
(Communications in Computer and Information Science, LTEC 2017, 2017-08)
The purpose of the present work is the design of a technological tool that improves meaningful learning in the teaching of science subjects. For this, a sample of 6th and 7th grade students from the educational institution ...
Inexact two-point Newton-like methods
(Elsevier, 2018)
In this chapter the applicability of inexact two-point Newton-like method for solving nonlinear equations is extended. Moreover, we present some numerical examples validating the theoretical results.
Identification and comparison of KM strategic approaches: Analysis of Spanish KIBS companies
(Proceedings of the European Conference on Knowledge Management, ECKM 2017, 2017-09)
Knowledge Management (KM) is increasingly recognized as a strategic element of today's companies. However, a still debated issue is how companies can or should plan their KM activities. Some scholars argue that KM should ...