Gamificación en la enseñanza de las matemáticas: una revisión sistemática

FYH García, EGH Rangel… - Telos: revista de estudios …, 2020 - dialnet.unirioja.es
El presente trabajo tiene como objetivo examinar la evidencia existente sobre la incidencia
del uso de softwares (aplicaciones) gamificados en el mejoramiento del rendimiento de los …

[HTML][HTML] Serious games in management education: An acceptance analysis

FR López, M Arias-Oliva, J Pelegrín-Borondo… - … International Journal of …, 2021 - Elsevier
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 …

[HTML][HTML] Evaluating a gamification proposal for learning usability heuristics: Heureka

R Sobrino-Duque, N Martínez-Rojo… - International Journal of …, 2022 - Elsevier
This paper presents the results of an educational experiment conducted to determine
whether an automated, card-based gamification strategy has an impact on the learning of …

Comparing face-to-face, emergency remote teaching and smart classroom: a qualitative exploratory research based on students' experience during the COVID-19 …

J Petchamé, I Iriondo, E Villegas, D Riu, D Fonseca - Sustainability, 2021 - mdpi.com
The COVID-19 pandemic significantly disrupted traditional face-to-face teaching worldwide
and forced education institutions to adopt new, online teaching formats to enable students to …

Análisis de uso de la Gamificación en la Enseñanza de la Informática

J Vargas-Enríquez, L García-Mundo… - Actas de las XXI …, 2015 - upcommons.upc.edu
Gamificación es un anglicismo ampliamente utilizado que proviene de la palabra
gamification, y define el uso de elementos de diseño de juegos y técnicas de diseño de …

A methodology to study the university's online teaching activity from virtual platform indicators: the effect of the Covid-19 pandemic at Universitat Politècnica de …

J Prat, A Llorens, F Salvador, M Alier, D Amo - Sustainability, 2021 - mdpi.com
The Covid-19 pandemic led Catalan universities to do all teaching and evaluation online
from 11 March 2020 until the end of term on 30 July. Conventional universities made the …

Qualitative assessment of effective gamification design processes using motivators to identify game mechanics

E Villegas, D Fonseca, E Peña, P Bonet… - Sensors, 2021 - mdpi.com
This research focuses on the study and qualitative assessment of the relationships between
motivators and game mechanics per the ratings of expert gamification consultants. By taking …

A qualitative approach to help adjust the design of management subjects in ICT engineering undergraduate programs through user experience in a smart classroom …

J Petchamé, I Iriondo, E Villegas, D Fonseca… - Sensors, 2021 - mdpi.com
Qualitative research activities, including first-day of class surveys and user experience
interviews on completion of a subject were carried out to obtain students' feedback in order …

Gamificación en el aula: gincana de programación

La gamificación, como forma de adquisición de conocimiento y competencias a través del
juego, es una técnica en auge en la educación. El entorno lúdico a la hora de realizar …

Methodology I'M IN applied to workshop: successful educational practice for consultants in user experience with gamification fields

E Villegas, E Labrador, D Fonseca… - Universal Access in the …, 2019 - Springer
The article is based on the development of a new methodology that promotes and
contributes to a workshop, incorporating user experience as an evaluation of user's …