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Communications in Computer and Information Science(2)
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Proceedings of the 2022 IEEE 2nd International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2022(1)
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Building an Escape Room to Raise Awareness of Bullying and Cyberbullying
Conference ObjectAbstract: Aggressive conflicts are part of the natural social behavior of students in schools, which can leadPalabras claves:awareness, CYBERBULLYING, Escape Room · Breakout, Gamification, Gaming platforms, Messaging platforms, microlearning, Social media platformsAutores:Chacón J., Chacón-Castro M., Janio Jadán-Guerrero, LOURDES ILLESCAS PEÑAFuentes:googlescopusDevelopment of Interactive Story Tales Using MIT App Inventor
Conference ObjectAbstract: Today mobile technologies have become essential in people’s lives. The use of smartphones and tabletPalabras claves:m-learning, MIT App Inventor, Mobile resources, Reading habits, Thinking AloudAutores:Ana Pérez-Cazares, Chacón-Castro M., Janio Jadán-GuerreroFuentes:scopusGeo-colonizing Mars: A fun way to raise awareness about environment caring and teach Geometry
Conference ObjectAbstract: The technological boom in which we are immersed has caused the game rules in education to change toPalabras claves:Breakout, environment, Gamification, Geometry, immersive, pedagogical strategyAutores:Arroyo-Cruz L., Chacón-Castro M., Janio Jadán-GuerreroFuentes:googlescopusEscape Rooms: A Formula for Injecting Interaction in Chemistry Classes
Conference ObjectAbstract: Chemistry teaching requires active methodologies that involve students in carrying out activities thPalabras claves:Active methodology, Chemistry teaching, collaborative work, Escape Rooms, GamificationAutores:Chacón-Castro M., Janio Jadán-Guerrero, Luis Aimacaña-EspinosaFuentes:scopusEscape Rooms: Mathematical Challenges Available to Educators
Conference ObjectAbstract: This work shows the results of the research, applied to 38 students of the first grade of high schooPalabras claves:Collaborative learning, Escape Rooms, Gamification, Problem solvingAutores:Chacón-Castro M., Janio Jadán-Guerrero, Luis Aimacaña-EspinosaFuentes:scopusSerious videogames for teaching recycling based on the STEM Project
Conference ObjectAbstract: This article shows an educational practice laboratory, where high school students created educationaPalabras claves:Serious Games, Steam, Teaching, VIDEOGAMESAutores:Chacón-Castro M., Janio Jadán-Guerrero, Lopez-Quintero J., Luna-Pineda J., Patricia Acosta-VargasFuentes:googlescopus