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Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios
(Teoría de la Educación, 2020-06)
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 ...
Training on Social Economy Entrepreneurship: Social PlaNet
(Journal of Information Technology Research, 2020-07)
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 ...
Enhancing medical translation skills through a gamified experience. Failure or success?
(Panacea. Boletín de Medicina y Traducción, 2020)
In this paper, a gamification experience applied to a medical translation class will be presented in order to verify whether it is a success or failure as a way to improve students' skills for the translation of texts of ...