ListarArtículos Científicos WOS y SCOPUS por tema "gamification"
Mostrando ítems 21-36 de 36
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Perceptions of the Graduate Students on the Utilization of Quizizz in Virtual Classes
(International Journal of Online Pedagogy and Course Design, 2022)This research explored the perceptions that postgraduate students have of a compulsory subject within a master’s degree from a Spanish online university when using Quizizz. A mixed methodology is used where the qualitative ... -
Pre-service teachers’ perception of active learning methodologies in history: Flipped classroom and gamification in an e-learning environment
(Education and Information Technologies, 2024)The scientific literature reveals the impact of applying game-based videos and gamification on undergraduates' learning. This work proposes, within an online context, using these educational strategies to make students the ... -
Promoting collaborative skills in online university: comparing effects of games, mixed reality, social media, and other tools for ICT-supported pedagogical practices
(Behaviour and Information Technology, 02/11/2018)This article analyses the development of collaborative skills through nine tools for information and communication technologies (ICT)-supported pedagogical practices, which are used in online universities. Using survey ... -
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 ... -
Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios
(Teoría de la Educación, 06/2020)Los materiales educativos gamificados ponen el acento en la experiencia interactiva del sujeto, en su implicación y toma de decisiones autónoma con relación al objeto de conocimiento, información que no recibe de forma ... -
Revisión sistemática sobre la evaluación de propuestas de gamificación en siete disciplinas educativas
(Teoría de la Educación. Revista Interuniversitaria, 2022)La evaluación de los procesos de gamificación en educación, pueden plantear una alternativa a las estrategias de evaluación tradicionales del aula. Esta revisión sistemática analiza cómo se han evaluado las diferentes ... -
Safari Tipográfico: La tipografía como recurso didáctico para la comunicación en la docencia online y aprendizaje del diseño
(Ardin-Arte Diseño e Ingeniería, 2021)El proyecto bajo el título Safari tipográfico, consiste en un trabajo de investigación fotográfica del alumnado de la asignatura de segundo curso de Diseño Editorial, del Grado en Diseño Digital de la Universidad ... -
Serious Games and Soft Skills in Higher Education: A Case Study of the Design of Compete!
(Electronics, 2023)This article describes the serious game Compete!, developed within the European Erasmus+ framework, that aims to teach soft skills to higher education students in order to increase their employability. Despite the increasing ... -
Serious games in management education: An acceptance analysis
(2021)Training is a key resource for fostering knowledge as a competitive asset. As in other fields, in learning, innovation emerges with disruptive methods such as gamification. Serious games are a proven efficient training ... -
Social Seducement: Empowering Social Economy Entrepreneurship. The Training Approach
(International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 12/2019)Long-term unemployment is a persistent problem in Europe, following the economic crisis suffered in 2008. This situation reveals self-employment as a good option for becoming re-involved in the working life. In this context, ... -
Social seducement: towards the foundations for a pedagogical model
(Ingeniería Solidaria, 01/2017)Introduction: Social Seducement is a project intended to ease the re-entry of long-term unemployed people into society by involving them in the development of a social economy enterprise. This goal will be reached by giving ... -
The Case for Serious Games Analytics
(Radical Solutions and Learning Analytics. Lecture Notes in Educational Technology, 2020)Learning analytics have become a solidly established line of research, leveraging the large amounts of data that students generate while interacting with online materials such as those stored in a learning management system ... -
The effect of gamification in user satisfaction, the approval rate and academic performance
(Lecture Notes in Computer Science, 2020)Continuous Education Centre from the National Polytechnic School of Ecuador (CEC-EPN) develops online education courses under a constructivist academic approach, following the ADDIE instructional approach, reaching more ... -
To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments
(Electronics, 2022)Technology acceptance is essential for technology success. However, individual users are known to differ in their tendency to adopt and interact with new technologies. Among the individual differences, personality has been ... -
Training on Social Economy Entrepreneurship: Social PlaNet
(Journal of Information Technology Research, 07/2020)Social PlaNet is a gamified learning platform to train social economy entrepreneurship, which has been developed in the Social Seducement Erasmus+ project. The main aim of this project is offering a labour option to long-term ... -
El uso de los Videojuegos y la Gamificación como material didáctico innovador para el aprendizaje de las Ciencias Sociales en la Educación Superior
(Edmetic, 2022)La siguiente investigación tiene como propósito analizar en qué medida los videojuegos y las herramientas de gamificación -Quizizz y Socrative-desarrolladas son estrategias de aprendizaje que facilitan ...