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Las TICs como recurso innovador en el aprendizaje presencial
(Universidad de Córdoba, Vicerrectorado de Innovación y Calidad Docente, 2007)
TICs have become a substantial element for the new society of knowledge and information. This deep change affects all of the social dimensions and therefore education and learning. The goal of our experience is to explain ...
La realidad aumentada en el aula de educación primaria
(OberCom, 2017)
En el presente trabajo planteamos la valoración, por parte de los futuros
docentes, de la realidad aumentada como recurso didáctico dentro de la
Educación Primaria. La investigación la abordamos desde una metodología
...
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 ...
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 ...
Los blogs educativos como herramienta para trabajar la inclusion desde la Educación Superior
(Universidad de Castilla La Mancha, 2014)
El crecimiento de la red Internet ha supuesto el desarrollo de nuevas metodologías en
las aulas. Sin embargo, también ha generado una nueva forma de desigualdad,
denominada brecha digital. Para ayudar a la superación de ...