ListarOtras Publicaciones: artículos, libros... por tema "gamification"
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A gamified digital framework in higher education: impact on learning and motivation
(Turkish Online Journal of Distance Education-TOJDE, 2025)The use of gamified digital tools has become a key and dynamic component in the work of educators, playing a crucial role in shaping various educational tasks. These tools offer a more playful, effective, and interactive ... -
An example of gamification for pre-service teachers in online higher education: methods, tools, and purpose
(Digital Education Review, 2025)Using gamification in teaching practice can be highly effective if educators understand its application. Recognising potential confusion surrounding theoretical approaches to gamification, this paper analyses a specific ... -
Escape Room Educativo en ciencias: rendimiento, satisfacción y emociones de futuros docentes
(TELOS: Revista de Estudios Interdisciplinarios en Ciencias Sociales, 2025)En la actualidad, los adolescentes muestran una menor vocación científica en el área STEM (ciencias, tecnología, ingeniería y matemática), debido a la falta de relación que encuentran entre el aprendizaje de las ciencias ... -
Game-based educational experience in clinical simulation and academic achievement in medical students: a retrospective study
(BMC Medical Education, 2025)Background In recent years, medical education has increasingly embraced gamification as a method for teaching clinical skills. In Peru, social isolation resulting from the COVID-19 pandemic forced universities and ... -
Games and Much More for the Modern Languages and Translation Class
(Brill, 2024)Dive into the future of language education with our guide, blending innovation with practical application. Unlock the power of gamification, digital storytelling, and AI to make learning more engaging and effective. Transform ... -
Gamification and Technological Resources: Innovative Expe-riences to Motivate and Optimize the Learning Process in University Contexts
(Digital Education Review, 2026)The use of gamified technological tools represents an alternative pedagogical practice to enhance the teaching-learning process in higher education. Teachers should employ innovative strategies that ... -
Heritage Education of Memory: Gamification to Raise Awareness of the Cultural Heritage of War
(Preprints.org, 2024)This study focuses on the use of gamification, specifically the UrbanGame activity, to enhance heritage education related to the Spanish Civil War bombings in Alicante. The research aims to evaluate the effectiveness of ... -
Heritage Education of Memory: Gamification to Raise Awareness of the Cultural Heritage of War
(Heritage, 2024)This study focused on the use of gamification, specifically the UrbanGame activity, to enhance heritage education related to the bombings of the Spanish Civil War in Alicante. The research aimed to evaluate the effectiveness ... -
El juego como motor de aprendizaje en educación infantil: aplicación de la inteligencia artificial
(Revista Paraguaya De Educación a Distancia (REPED), 2026)Actualmente, el uso de tecnologías educativas, metodologías activas como la gamificación y herramientas de inteligencia artificial (IA) ha suscitado un amplio debate pedagógico, especialmente en el ... -
Planificación simulación de juicio mediante canvas, adobe connect y second life
(Educación y Futuro Digital, 2022)Este artículo desarrolla una propuesta didáctica en la asignatura de derecho penal de la UNIR a través de las metodologías didácticas de la gamificación y el trabajo colaborativo mediante la utilización del software “canvas”, ... -
The use of gamification to promote reading in non-linguistic subjects: Proposal for postgraduate Spanish students through the use of ICT
(Octaedro Editorial, 2023)[Resumen no disponible] -
Viajamos al mundo exterior: herramienta didáctica para gamificar las Ciencias Sociales en Educación Primaria
(EA, Escuela Abierta, 2022)La gamificación es una metodología activa en auge consistente en utilizar elementos y técnicas pertenecientes al juego en ambientes no lúdicos, como el educativo, con la finalidad de aumentar el interés de los discentes ...





