• Clustering analysis for automatic certification of LMS strategies in a university virtual campus 

      Regueras, Luisa M; Verdú, María J; Castro, Juan P de; Verdú, Elena (IEEE Access, 2019)
      In recent years, the use of Learning Management Systems (LMS) has grown considerably. This has had a strong effect on the learning process, particularly in higher education. Most universities incorporate LMS as a complement ...
    • Comparison of a Tablet Versus Computer-Based Classical Theatre Game Among 8–13 Year Children 

      Romero-Hernández, Alejandro; Gonzalez-Riojo, Manuel; Sagredo-Olivenza, Ismael; Manero, Borja (IEEE Access, 2021)
      In the last ten years, many studies have shown the advantages of videogames as tools for learning, engagement, raising awareness, or increasing interest in different fields. Schools are often the main focus of those studies. ...
    • Empowering Positive Behaviors: A Gamification-Based Approach 

      Garbayo-Ágreda, Iñigo; Padilla-Zea, Natalia ; Burgos, Daniel (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 ...