Výsledky vyhľadávania - "Educación y TIC"

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    Prispievatelia: University/Department: Universitat Oberta de Catalunya. eLearn Center

    Thesis Advisors: Pérez Navarro, Antoni, Conesa Caralt, Jordi

    Zdroj: TDX (Tesis Doctorals en Xarxa)

    Time: 379.8

    Popis súboru: application/pdf

    Prístupová URL adresa: http://hdl.handle.net/10803/673544

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    Popis súboru: 143 p.; application/pdf

    Relation: Ángelo, R; Báez, M; Bañuls, G; Behrendt, A; García, J; Lugo, M; Tiramonti, G. Aportes para (re)pensar el vínculo entre Educación y TIC en la región. FLACSO Uruguay, Montevideo, Uruguay.; https://hdl.handle.net/20.500.12381/435

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    Zdroj: GIST – Education and Learning Research Journal; Vol. 20 (2020): GiST Education and Learning Research Journal; 171-188 ; GIST – Education and Learning Research Journal; v. 20 (2020): GiST Education and Learning Research Journal; 171-188 ; 2248-8391 ; 1692-5777

    Popis súboru: application/pdf

    Relation: https://latinjournal.org/index.php/gist/article/view/765/646; Auvinen, T., Hakulinen, L., & Malmi, L. (2015). Increasing students' awareness of their behavior in online learning environments with visualizations and achievement badges. IEEE Transactions on Learning Technologies, 8(3), 261-273. https://doi.org/10.1109/TLT.2015.2441718; Benito, M. (2014, April 27). Gamificación o cómo lograr que los empleados hagan un trabajo extra gratis [Gamification or how to get employees to do an extra job for free]. El Confidencial. Retrieved from http://www.elconfidencial.com/empresas/2014-04-27/gamificacion-o-como-lograr-que-los-empleados-hagan-un-trabajo-extra-gratis_121168/; Bonillaware. (2012, May 9). 7 plataformas de gamificación [7 gamification platforms]. Retrieved from http://www.bonillaware.com/7-plataformas-de-gamificacion.; Butler, S., & Ahmed, D. (2016). Gamification to engage and motivate students to achieve computer science learning goals. 2016 International Conference on Computational Science and Computational Intelligence (CSCI), 237-240. https://doi.org/10.1109/CSCI.2016.0053; Cadavid, J., & Gomez, L. F. (2015). Uso de un entorno virtual de aprendizaje ludificado como estrategia didactica en un curso de pre-calculo: estudio de caso en la Universidad Nacional de Colombia [Use of a gamified virtual learning environment as didactic strategy in a pre-calculus course: Case study in the National University of Colombia]. Revista Iberica de Sistemas e Tecnologias de Informação, (16), 1-17. https://doi.org/10.17013/risti.16.1-16; Contreras, R. S. (2016). Juegos digitales y gamificación aplicados en el ámbito de la educación [Digital games and gamification applied to education]. RIED - Revista Iberoamericana de Educación a Distancia, 19(2), 27-33. https://doi.org/10.5944/ried.19.2.16143; Contreras-Espinosa, R., Eguia-Gómez, J. L., & Solano-Albajes, L. (2016). Investigación-acción como metodología para el diseño de un serious game [Action research as a game design methodology for a serious game]. Revista Iberoamericana de Educación a Distancia, 19(2), 71-90. https://doi.org/10.5944/ried.19.2.15624; Corporación Colombia Digital. (2013). Call centers colombianos serán meritocráticos [Colombian call centers will be meritocratic]. Retrieved from http://colombiadigital.net/actualidad/noticias/item/5321-call-centers-colombianos-seran-meritocraticos.html; Curtis, M., Stephen T., & David, L. (2015). VICTour 1.1: Introducing virtual learning environments and gamification. 2015 International Conference on Developments of E-Systems Engineering (DeSE). https://doi.org/10.1109/DeSE.2015.66; De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91. https://doi.org/10.1016/j.compedu.2014.01.012; De-Marcos, L., García-López, E., & García-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99-113. https://doi.org/10.1016/j.compedu.2015.12.008; De-Marcos, L., García-López, E., García-Cabot, A., Medina-Merodio, J. A., Domínguez, A., Martínez-Herráiz, J. J., & Diez-Folledo, T. (2016). Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance. Computers in Human Behavior, 60, 312-321. https://doi.org/10.1016/j.chb.2016.02.052; Evaristo, I, Vega, M., Navarro, R., & Nakano, T. (2016). Uso de un videojuego educativo como herramienta para aprender historia del Perú [The use of a video game as an educational tool to learn the history of Peru]. RIED - Revista Iberoamericana de Educación a Distancia, 19(2), 35-52. https://doi.org/10.5944/ried.19.2.15569; Fazamin, A., Haji Ali, N., Saman, Y., Yusoff, M., & Yacob, A. (2015). Influence of gamification on students' motivation in using e-learning applications based on the motivational design model. International Journal of Emerging Technologies in Learning, 2015, 10(2), 30-34. https://doi.org/10.3991/ijet.v10i2.4355; Ferrández, M. (2013). El "jidoka" y la gamificación al servicio del control de gestión [The "jidoka" and gamification to support management control]. Estrategia Financiera, (306), 58-63.; Galbis-Córdova, A., Martí-Parreño, J., & Curras-Perez, R. (2017). Higher education students' attitude towards the use of gamification for competencies development. Journal of e-Learning and Knowledge Society, 13(1), 129-146. Retrieved from https://bit.ly/2S9BFHY; García, A. L. (2016). El juego y otros principios pedagógicos. Supervivencia en la educación a distancia y virtual [Games and other pedagogical principles: Its continued existence in distance and virtual education]. RIED - Revista Iberoamericana de Educación a Distancia, 19(2), 9-23. https://doi.org/10.5944/ried.19.2.16175; Gómez, M. C., Calvo-Manzano, J. A., Gasca-Hurtado, G., & San Feliu, T. (2014). Design of a pedagogic instrument for teaching software process improvement: Teaching instrument for university and business environments. 2014 9th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 1-7. https://doi.org/10.1109/CISTI.2014.6876873; Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141. https://doi.org/10.1016/j.ijinfomgt.2017.01.006; Hamari, J., Koivisto, J. A., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. 47th Hawaii International Conference on System Sciences (HICSS), 3025-3034. https://doi.org/10.1109/HICSS.2014.377; Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019; Liang, S., Schuckertb, M., Lawb, R., & Chen, C. (2017). Be a "Superhost": The importance of badge systems for peer-to-peer rental accommodations. Tourism Management, 60, 454-465. https://doi.org/10.1016/j.tourman.2017.01.007; Mageswaran, S., Zaleha, A., & Hasnah, M. (2016). The affiliation between student achievement and elements of gamification in learning science. 4th International Conference on Information and Communication Technology (ICoICT). https://doi.org/10.1109/ICoICT.2016.7571962; Malas, R., & Hamtini, T. (2016). A gamified e-learning design model to promote and improve learning. International Review on Computers and Software (IRECOS), 11(1), 8-19. https://doi.org/10.15866/irecos.v11i1.7913; Malegiannaki, I. & Daradoumis, Τ. (2017). Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review. Computers & Education, 108, 1-10. https://doi.org/10.1016/j.compedu.2017.01.007; Mattar, J. & Nesteriuk, S. (2016). Estratégias do design de games que podem ser incorporadas à educação a distancia [Game design strategies that can be adopted in distance education]. Revista Iberoamericana de Educación a Distancia, 19(2), 91-106. https://doi.org/10.5944/ried.19.2.15680; Molina, J. C. (2013). A jugar con los clientes: gamificación y marketing. MK: Marketing + ventas, (286), 8-15.; Moreira, M. & González, C. S. (2015). De la enseñanza con libros de texto al aprendizaje en espacios online gamificados [From teaching with textbooks to learning on online gamified spaces]. Educatio Siglo XXI, 33(3), 15-38. https://doi.org/10.6018/j/240791; Olsson, M., Mozelius, P., & Collin, J. (2015). Visualisation and gamification of e-learning and programming education. Electronic Journal of e-Learning, 13(6), 441-454. Retrieved from http://www.ejel.org/issue/download.html?idArticle=477; Petrucco, C., & Agostini, D. (2016). Teaching cultural heritage using mobile augmented reality. Journal of e-Learning and Knowledge Society, 12(3), 115-128. Retrieved from https://www.learntechlib.org/p/173477/; Rojas, D., Cowan, B., Kapralos, B., & Dubrowski, A. (2014). Gamification and health professions education. 2014 IEEE Games Media Entertainment, 1-2. https://doi.org/10.1109/GEM.2014.7048114; Roosta, F., Taghiyareh, F., & Mosharraf, M. (2016). Personalization of gamification-elements in an e-learning environment based on learners' motivation. 2016 8th International Symposium on Telecommunications (IST), 637-642. https://doi.org/10.1109/ISTEL.2016.7881899; Rughiniş, R. (2013). Gamification for productive interaction: Reading and working with the gamification debate in education. Paper presented at the 8th Iberian Conference on Information Systems and Technologies (CISTI), Lisboa, Portugal. Retrieved from https://ieeexplore.ieee.org/document/6615731; Seaone, I. (2016). Herramientas para empezar a gamificar [Tools to start to gamify]. Retrieved from http://entreparentesis.org/herramientas-empezar-gamificar/; Sousa‐Vieira, M. E., López‐Ardao, J. C., Fernández‐Veiga, M., Rodríguez‐Pérez, M., & Herrería‐Alonso, S. (2016). An open‐source platform for using gamification and social learning methodologies in engineering education: Design and experience. Computer Applications in Engineering Education, 24(5), 813-826. https://doi.org/10.1002/cae.21746; Toda, A., Do Carmo, R., Silva, A., & Brancher J. (2014). Project SIGMA - An online tool to aid students in math lessons with gamification concepts. 33rd International Conference of the Chilean Computer Science Society (SCCC). https://doi.org/10.1109/SCCC.2014.35; Viera-Rodríguez, K., Pardo, J., Ben-Abdellah, L., Martín, S., Ávila-Detomás, J. (2015). Gamificación: papel del juego en las aplicaciones digitales en salud [Gamification: the role of gaming in digital health applications]. FMC - Formación Médica Continuada en Atención Primaria, 22(7), 369-374. https://doi.org/10.1016/j.fmc.2015.05.002; Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244-256. https://doi.org/10.1016/j.tourman.2016.11.020; https://latinjournal.org/index.php/gist/article/view/765

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    Zdroj: Saiz Fernández, H.; López Iglesias, M.; Alonso Martínez, M. I. & Gallardo Fernández, I. M. (2018). POTENCIALIDAD EDUCATIVA DE LAS TIC EN LOS PROCESOS DE ENSEÑANZA APRENDIZAJE Y COMPETENCIA DOCENTE. ACTES II JORNADES Tecnologies de la desregulació dels continguts curriculars (p. 270-277). Grupo de Investigación CRIE, Universitat de València. Valencia, 14 y 15 de septiembre de 2017
    RODERIC. Repositorio Institucional de la Universitat de Valéncia
    instname
    RODERIC. Repositorio Institucional de la Universitat de València
    Universitat de València

    Popis súboru: application/pdf

    Prístupová URL adresa: http://hdl.handle.net/10550/64451

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