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Article(4)
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Journal of Hospitality, Leisure, Sport and Tourism Education(2)
International Journal of Emerging Technologies in Learning(1)
Sustainability (Switzerland)(1)
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Ciencias de la computación(1)
Educación de adultos(1)
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Escuelas y sus actividades; educación especial(1)
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scopus(4)
Gamification and deep learning approaches in higher education
ArticleAbstract: Gamification is a tool that has been used to promote commitment and motivation to students. This facPalabras claves:Deep learning approach, Gamification, HEgameApp, higher education, Student commitmentAutores:Aguiar-Castillo L., Clavijo-Rodriguez A., De Saá-Pérez P., Hernández-López L., Rafael Pérez-JiménezFuentes:scopusGamification as a motivation strategy for higher education students in tourism face-to-face learning
ArticleAbstract: The purpose of this research was to examine the aspects that motivate a student's intention to use aPalabras claves:educational technology, Gamification, Intention to Use, MOTIVATION, University StudentsAutores:Aguiar-Castillo L., De Saá-Pérez P., Hernández-López L., Rafael Pérez-JiménezFuentes:scopusGamification as an approach to promote tourist recycling behavior
ArticleAbstract: Recycling behavior is an issue that affects the sustainability of many seasonal destinations. The EUPalabras claves:Gamification, Recycling behavior, Tourism destination reputationAutores:Aguiar-Castillo L., Clavijo-Rodriguez A., De Saá-Pérez P., Rafael Pérez-JiménezFuentes:scopusGamification: A Motivation Metric Based in a Markov Model
ArticleAbstract: The current situation in the world with the COVID-19 pandemic has reinforced a pre-existing trend baPalabras claves:Gamification, higher education, Markov Model, Mobile learningAutores:Aguiar-Castillo L., Arce-Santana E., Guerra-Yanez C., Guerra-Yanez V., Rafael Pérez-JiménezFuentes:scopus