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Gamified Learning in Online Teaching Through Platforms: The Use of Quizizz
(Communications in Computer and Information Science, 2022)
The present research has the goal of exploring the graduate students’ perceptions have when using Quizizz. The reference framework for this research is a compulsory subject, within a master's degree at an online Spanish ...
Innovation, creativity and tourism
(Emerald, 2018)
Purpose - The main aim of this chapter is to show the paramount role that both creativity and innovation have in order to state competitive advantages in tourism. Methodology/approach - The approach is based both on ...
The escape room as a teaching tool in the university virtual classroom: perceptions and learning results
(Proceedings - JICV 2022: 12th International Conference on Virtual Campus, 2022)
The general objective of this research is to determine if the use of escape rooms improves the learning performance of postgraduate students of the International Economic Environment subject of the Master's Degree in Foreign ...