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ICT based Gamification in the Dissemination of Content
Conference ObjectAbstract: This research refers to gamification as a content strategy in marketing and aims to analyze author rPalabras claves:Author resources, Gamification, information and communication technologies, MARKETING, STRATEGIESAutores:Arroba-Freire E., María Cristina Páez Quinde, Molina-Arcos I., Tamayo-Viera J.Fuentes:googlescopusExploration Metrics Based on Scientific Mapping in the Use of Social Networks and Politics 2.0
Conference ObjectAbstract: The data exploration metrics through scientific mapping aim to find out the level of interest in socPalabras claves:Exploration metrics, Politics 2.0, Scientific mapping, scientometrics, SOCIAL NETWORKSAutores:Alexandra López-Paredes, Carlos Mejía-Vayas, Leonardo Ballesteros-López, María Cristina Páez QuindeFuentes:scopusEvaluation of the degree of intellectual maturity in the development of literacy through immersive virtual worlds: SAPIE methodology
Conference ObjectAbstract: The design of educational activities in immersive virtual environments is one of the emerging perspePalabras claves:CHILDREN, global model SAPIE, immersive virtual world, literacyAutores:Darwin Gabriel Garcia Herrera, María Cristina Páez Quinde, Mayra I.G. Barrera, Ruth Infante-Paredes, Sánchez Guerrero JavierFuentes:scopusGamification Resources Applied to Reading Comprehension: Projects of Connection with Society Case Study
Conference ObjectAbstract: This research work focused on the use of gamification resources applied to virtual education, that iPalabras claves:Gamification, Learning and Knowledge Technologies (TAC), READING COMPREHENSION, Virtual Education, web 3.0 toolsAutores:HECTOR DANIEL MOROCHO LARA, María Cristina Páez Quinde, Pablo Hernández-Domínguez, Sarah Jacqueline Iza-PazmiñoFuentes:googlescopusGamification Tools as a Learning Strategy in Virtual Classes in University Students: Elemental Education Major Case Study
Conference ObjectAbstract: This research work focuses on the use of gamification as strategy learning tool for university studePalabras claves:Gamification, higher education, ict, Learning, Serious GamesAutores:Chasipanta-Nieves A., HECTOR DANIEL MOROCHO LARA, María Cristina Páez Quinde, Xavier Sulca-GualeFuentes:googlescopusGamification as a didactic strategy in a digital literancy: Case study for incacerated individuals
Conference ObjectAbstract: Currently, gamification has achieved to improve the commitment, performance and the motivation of usPalabras claves:digital literacy, Education, Gamification, MOTIVATION, MultimediaAutores:María Cristina Páez Quinde, María Fernanda Viteri Viteri, Ruth Infante-Paredes, Sánchez Guerrero Javier, Santiago Acurio MaldonadoFuentes:scopusGamification as a strategy in collaborative learning against virtual education in times of pandemic
Conference ObjectAbstract: This research focuses on the use of gamification in collaborative learning, which means, implementinPalabras claves:Covid-19 pandemic, Education, Gamification, Virtual Education, web 3.0 toolsAutores:Catherine P.C. Culqui, HECTOR DANIEL MOROCHO LARA, Marbella Escalante, María Cristina Páez QuindeFuentes:googlescopusGamification in the Development of Meaningful Mathematics Learning in Students with Unfinished Schooling
Conference ObjectAbstract: This article presents the experience of a meaningful learning proposal through the Classcraft platfoPalabras claves:Gamification, Meaningful learning, TAC, unfinished schooling, Virtual Education, web 3.0 toolsAutores:Luis Pujos-Zumbana, María Cristina Páez QuindeFuentes:scopusDecision Tree Algorithm in the Mental Representations of Gender: A Socio-cognitive Construction in the Latency Stage
Conference ObjectAbstract: This research is based on several gender studies that show the relevance of its conception in the psPalabras claves:Decision tree algorithm, gender, Mental representations, pbkp_redictive models, Socio-cognitive constructionsAutores:Carolina E. San Lucas, Carolina San Lucas, Danilo Velasteguí, Elena D. Rosero-Morales, María Cristina Páez QuindeFuentes:googlescopusDecision Trees for the Analysis of Digital Marketing in the Tourism Industry: Tungurahua Case Study
Conference ObjectAbstract: The goal of this research was based on identifying the trend in digital resources for the developmenPalabras claves:covid-19, Data Analysis, Decision Trees, digital marketing, TOURISM, Tourism industryAutores:Leonardo Ballesteros-López, María Cristina Páez Quinde, Sonia Armas-Arias, Sonia De Los Angeles López-PérezFuentes:googlescopus