Mostrando 4 resultados de: 4
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Publisher
2020 IEEE ANDESCON, ANDESCON 2020(1)
Bellaterra Journal of Teaching and Learning Language and Literature(1)
Smart Innovation, Systems and Technologies(1)
Societies(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 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:googlescopusPlayful 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