Mostrando 5 resultados de: 5
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Lecture Notes in Networks and Systems(4)
IEEE Global Engineering Education Conference, EDUCON(1)
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Escuelas y sus actividades; educación especial(3)
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Educación, investigación, temas relacionados(1)
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ODS 4: Educación de calidad(4)
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ODS 9: Industria, innovación e infraestructura(2)
Origen
scopus(5)
Gamification 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 Influences on Students’ Motivation in the EFL Classroom
OtherAbstract: The era of technology demands innovative technological teaching tools that have a positive impact onPalabras claves:EXTRINSIC MOTIVATION, game elements, gamification, INTRINSIC MOTIVATION, MOTIVATIONAutores:Carlos Mayorga-Gaona, César A. Guerrero-Velástegui, HECTOR DANIEL MOROCHO LARA, Ruth Infante-ParedesFuentes:scopusGamification and Organizational Justice: A Business Approach
OtherAbstract: Gamification proposes to create creative and dynamic responses in order for participants to developPalabras claves:Benefits, gamification, Organizational Justice, playful mechanicsAutores:César A. Guerrero-Velástegui, Erika Lizbeth Jiménez López, Ruth Infante-Paredes, Santiago Peñaherrera-ZambranoFuentes:scopusMotivational Games Influence on Students’ Speaking Skill
OtherAbstract: English in higher education is expected to surpass and be the main provider of academic opportunitiePalabras claves:gamification, Motivational games, SPEAKING SKILLAutores:César A. Guerrero-Velástegui, Héctor Daniel Morocho Lara, Katherine Alejandra Luna Rodriguez, Ruth Infante-ParedesFuentes:scopusGamification as an Essential Factor for Developing Management Skills
OtherAbstract: Our current pace of life revolves around an era with demands and needs based on technology, within tPalabras claves:conceptual, gamification, Human, Leadership, management skills, Technical skillsAutores:César A. Guerrero-Velástegui, Leonardo Ballesteros-López, Pamela Silva-Arcos, Ruth Infante-ParedesFuentes:scopus