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The Possibilities of Gamifying the Mathematical Curriculum in the Early Childhood Education Stage
(MDPI, 2020)
The addition of gamification to the classroom as a methodological tool means that the teacher’s opinion about this has become an inflection point that can affect its use or not in the classroom. In this sense, the main ...
Problematic Relationships with Smartphones of Spanish and Colombian University Students
(MDPI, 2020)
The presence of smartphones in the lives of the population in general, and of youth in particular, is evident, and is derived from elements such as the diversity of prices as well as the ease of access of all the resources ...
Metacognitive Strategies Related with Logical–Mathematical Thinking for Adolescents with ADHD
(MDPI, 2022)
This article focuses on the contributions of the still-scarce corroborations available on the social nature of the metacognitive regulation of joint attempts in order to offer systematic means to operationalize and analyze ...
Primary Education and Augmented Reality. Other form to learn
(Taylor & Francis, 2022)
Augmented reality is a great value resource in the area of education, as it allows the students to become immersed in a hybrid context between the real world and the digital one, bringing realities closer to the classroom ...
Views of secondary education teachers on the use of mixed reality
(Frontiers, 2023)
The advance of the so-called emergent technologies in the field of education goes hand in hand with the previous experiences and beliefs of teachers, or lack thereof, with and about them. Among all the digital resources ...
Predictive factors of problematic smartphone use in young Spanish university students
(Elsevier, 2022)
Smartphones have evolved from being a helpful tool in our days to be an indispensable complement. Its presence in our daily lives has grown to reach a problematic use on occasions. This fact is even more remarkable when ...