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Educating Adults with a Location-Based Augmented Reality Game: A Content Analysis Approach
(MDPI, 2021)
With the exception of Pokémon Go, relatively little is known about other Mobile Augmented Reality (MAR) games, and the attitudes of middle-aged and elderly adults towards them are hitherto poorly examined. The aim of this ...
Network Analysis for Learners’ Concept Maps While Using Mobile Augmented Reality Gaming
(MDPI, 2021)
Using mobile augmented reality games in education combines situated and active learning with pleasure. The aim of this research is to analyze the responses expressed by young, middle-aged, and elderly adults about the ...
Psychometric Study of a Scale of Measurement of the Digital Stories Creation Using Utellstory
(MDPI, 2020)
The purpose of this paper is to validate a scale about learning how to use the Utellstory software for the creation of digital stories. The questionnaire was provided to a sample of 142 and 276 students from Masters in ...
Psychometric Study of “Questionnaire of Barriers Perceived” (QBP) in Higher Education
(MDPI, 2021)
This article presents the process of adaptation and validation, and the resulting psychometric properties, of the “Questionnaire of Barriers Perceived” (QBP). The scale identifies whether a student’s perceptions and ...
Assessment of a Location-Based Mobile Augmented-Reality Game by Adult Users with the ARCS Model
(MDPI, 2021)
In mobile augmented reality (MAR) games, learning by doing is important to supplement the theoretical knowledge with practical exercise in order to maximize the learning outcome. However, in many fields, the users are not ...
Innovative Methodologies in a Pandemic: The VESS Model
(MDPI, 2020)
The VESS (Meaningful Life with Balance and Wisdom) model is considered to be a learning method based on the construction of knowledge through critical and visible thinking, with a neuroeducational base. The aim of the ...