86   Artículos

 
en línea
María Rosa Fernández-Sánchez, Alberto González-Fernández and Jesús Acevedo-Borrega    
The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an active... ver más
Revista: Information    Formato: Electrónico

 
en línea
Pedro Omar Silva-Vásquez, Viviana Yarel Rosales-Morales, Edgard Benítez-Guerrero, Giner Alor-Hernández, Carmen Mezura-Godoy and Luis Gerardo Montané-Jiménez    
Serious games (SG), (video games with an educational purpose), provide teachers with tools to strengthen their students? knowledge. Developing a SG requires knowledge, time, and effort. As a result, specialized tools to aid in the development process are... ver más
Revista: Applied Sciences    Formato: Electrónico

 
en línea
Pavlos Toukiloglou and Stelios Xinogalos    
This paper reviews the research on adaptive serious games for programming regarding the implementation of their support systems. Serious games are designed to educate players in an entertaining and engaging manner. A key element in terms of meeting their... ver más
Revista: Information    Formato: Electrónico

 
en línea
Angélica Monteiro, Cláudia Sousa and Rita Barros    
The conditions for safe Internet access and the development of skills enabling full participation in online environments are recognized in the Council of Europe?s strategy for child rights, from 2022. The guarantee of this right has implications for expe... ver más
Revista: Computers    Formato: Electrónico

 
en línea
Christina Volioti, Christos Orovas, Theodosios Sapounidis, George Trachanas and Euclid Keramopoulos    
Active learning, a student-centered approach, engages students in the learning process and requires them to solve problems using educational activities that enhance their learning outcomes. Augmented Reality (AR) has revolutionized the field of education... ver más
Revista: Computers    Formato: Electrónico

 
en línea
Aikaterini Georgiadou and Stelios Xinogalos    
Nowadays, young students spend a lot of time playing video games and browsing on the Internet. Using the Internet has become even more widespread for young students due to the COVID-19 pandemic lockdown, which resulted in transferring several educational... ver más
Revista: Computers    Formato: Electrónico

 
en línea
Oriol Borrás-Gené, Raquel Montes Díez and Almudena Macías-Guillén    
Teachers often need to adapt their teaching methodologies in order to overcome possible limitations and ensure that education does not lose quality in the face of different scenarios that may arise in the educational environment, which are not always the... ver más
Revista: Information    Formato: Electrónico

 
en línea
Sofia Pescarin and Delfina S. Martinez Pandiani    
This contribution analyzes the impact of factors related to story structure, meaningfulness, and concentration in the design of Serious Games. To explore them, the authors carried out an experimental evaluation aiming to identify relevant aspects affecti... ver más
Revista: Information    Formato: Electrónico

 
en línea
Georgios Lampropoulos, Euclid Keramopoulos, Konstantinos Diamantaras and Georgios Evangelidis    
This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta... ver más
Revista: Applied Sciences    Formato: Electrónico

 
en línea
Evgeniy Zaripov,Sergey Plotnikov     Pág. 53 - 61
To date, only the lazy do not talk about gamification. In the era of digitalization, the use of information technology in education is an integral part of education. But it is difficult to stay motivated during training. Gamification has every reason to ... ver más
Revista: International Journal of Open Information Technologies    Formato: Electrónico

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