Mostrando 8 resultados de: 8
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Publisher
2020 IEEE ANDESCON, ANDESCON 2020(1)
Advances in Intelligent Systems and Computing(1)
Bellaterra Journal of Teaching and Learning Language and Literature(1)
Journal of Entrepreneurship Education(1)
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao(1)
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Dirección general(3)
Interacción social(3)
Escuelas y sus actividades; educación especial(2)
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Ciencias de la computación(1)
Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes
ArticleAbstract: Mobile applications viewed as digital social change tools are focused on sustainable devel-opment, pPalabras claves:Ecology, Environmental protection, Gamification, Mobile Apps, Smartphones, Sustainable DevelopmentAutores:Andrea De-Santis, Ángel Torres-Toukoumidis, Diego Vintimilla-Leon, Paulo Carlos López-LópezFuentes:scopusGamification in MOOC Context. Documentary Analysis
Conference ObjectAbstract: Massive Online Open Courses (MOOC) have been set up as an alternative for teaching during the pandemPalabras claves:Digitalization, Emerging technologies, Gamification, Learning, Mooc, PlatformsAutores:Ángel Torres-Toukoumidis, González-Moreno S.E., Palma-Ruiz J.M.Fuentes:googlescopusGamification in higher education instructors from ecuador, Spain and Mexico
Conference ObjectAbstract: This research is oriented to the study of university teachers as a fundamental part of the teaching-Palabras claves:Engineering, Gamification, Public universities, teacher training, university teaching, VIDEOGAMESAutores:Andrea De-Santis, Ángel Torres-Toukoumidis, Valle-Razo A.L.Fuentes:googlescopusGamified marketing in unicorn startups companies
ArticleAbstract: Unicorn startups are those that have reached an asset value of more than $1 billion. Hence, the follPalabras claves:Games, Gamification, MARKETING, Reward Systems, Startups, Unicorn CompaniesAutores:Ángel Torres-Toukoumidis, Carreón A., Juan Pablo Salgado-GuerreroFuentes:scopusGamified platform framing for entrepreneur competencies
ArticleAbstract: The study aims to reveal the need to propose a digital network where entrepreneurs can disseminate tPalabras claves:competencies, Entrepreneurial skills, Gamification, innovation, PlatformAutores:Ángel Torres-Toukoumidis, Chaljub J., Docente UPS, Juan Pablo Salgado, Juan Pablo Salgado-Guerrero, Luis Miguel Romero-Rodríguez, Mario Cajamarca, Vladimir Robles-BykbaevFuentes:googlescopusProcedural model in the evaluation of public policy through gamification
ArticleAbstract: This article proposes a procedural model designed to optimize the experience of citizens in decisionPalabras claves:CITIZEN PARTICIPATION, Evaluation model, Gamification, Public Policies, User experienceAutores:Ángel Torres-Toukoumidis, Ignacio Aguaded-Gómez J., Luis Miguel Romero-Rodríguez, Pérez-Rodríguez M.A., Sandoval Y.Fuentes:scopusPlayful Experience in Health Literacy. Beyond Gamification and Serious Games
Conference ObjectAbstract: Health literacy has become a priority for the well-being of individuals and society. Despite the impPalabras claves:Gamification, Health literacy, Playful experience, Serious GamesAutores:Andrea De-Santis, Ángel Torres-Toukoumidis, Diego Vintimilla-Leon, Juan Cárdenas-Tapia, Mäeots M.Fuentes:googlescopusPlayful interaction: Towards media education. Systematic review of scientific literature
ArticleAbstract: The Internet is a learning space that encourages new educational practices in which the use of mediaPalabras claves:Gamification, Media Literacy, Playful interaction, Serious Games, SimulationAutores:Andrea De-Santis, Ángel Torres-Toukoumidis, Isidro Marín-GutiérrezFuentes:scopus