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Gamification 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:googlescopusMobile applications and their influence in the cognitive flexibility
Conference ObjectAbstract: An experiment was used in this research by using mobile applications and its influence on the cognitPalabras claves:Cognitive flexibility, information and communication technologies, M-health, Mobile ApplicationsAutores:Hernández-Toro V., María Cristina Páez Quinde, Rommel Velastegui, Xavier Sulca-GualeFuentes:googlescopus