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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 ...
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 ...
From traditional to home-confined learning: a case study in a school involved with ICT
(Proceedings - JICV 2022: 12th International Conference on Virtual Campus, 2022)
The SARS-CoV-2 pandemic affected all aspects of daily life overnight, worldwide. In education, academic systems had to frantically switch to an online format. Teachers and students had to face an unknown situation, with ...
Improvement in educational performance through wearable-based flow predictive models
(Proceedings - JICV 2022: 12th International Conference on Virtual Campus, 2022)
Flow Theory has been used to study motivation in educational activities. However, few studies use physiological data to uncover unknown aspects of said data in any context, and isolated individuals are involved as well. ...