Listar por tema "gamification"
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A gameful blended-learning experience in nursing: A qualitative focus group study
Elsevier ScienceDirect (2021-08-18)Background: The COVID-19 pandemic has posed significant challenges around the world, affecting over 1.5 billion students in 191 countries. This situation has forced faculties and health-related degrees in particular to ... -
Application of innovative teaching-learning methodologies in the classroom. Coaching, flippedclassroom and gamification. A case study of success
Universidad Politécnica de Valencia (2019)The new teaching techniques based on avant-garde methodologies aimed at enhancing student learning are being promoted at all levels of education for a few decades, integrating the significant advances that are taking ... -
Atracción, reclutamiento y selección de talento en empresa del sector cerámico
Universitat Jaume I (2020-07-07)En este trabajo se aplica un programa de atracción del talento para aportar una solución a una necesidad organizacional. En este caso la empresa KerTile S.A amplía su equipo de producción y necesita colaboradores que ocupen ... -
Aula invertida gamificada como estrategia pedagógica en la educación superior: una revisión sistemática
Universitat de les Illes Balears (2022-06-28)La estrategia metodológica aula invertida gamificada es un enfoque pedagógico que actualmente está ganando terreno en la educación superior. Dicha estrategia está compuesta por el aula invertida y la gamificación. Ambas ... -
Collaboration or competition: The impact of incentive types on urban cycling
Taylor & Francis (2019-07)Bicycling is an important mode of transport for cities and many cities are interested in promoting its uptake by a larger portion of the population. Several cycling mobile applications primarily rely on competition as a ... -
Considerations for Designing Context-Aware Mobile Apps for Mental Health Interventions
MDPI (2019-04)This work identifies major areas of knowledge and proposes a set of relevant dimensions by area that must be taken into account in the design and delivery of context-aware mobile applications for mental health interventions. ... -
Design and demo development of a platform game based on illumination changes
Universitat Jaume I (2016-07-06)This document describes the final degree work for the design of a video game whose main objective is to use lighting effects to illuminate the scene to provide an enjoyable experience to the player. This includes the design ... -
Development of a therapy game proof of concept using the Virtual Reality technology
Universitat Jaume I (2023-07-17)This document constitutes the Final Degree Work report of Jose Ferrando Felix, student in Video Game Design and Development. The work consists of a proof of concept for a video game aimed at aiding patients in post-stroke ... -
Digital learning & Duolingo™: a practical SLA analysis on how millennials learn and a proposal for improvement
Universitat Jaume I (2018-06-12)Throughout history, Second Language Acquisition (SLA) has been approached under different frameworks and methodologies, the effectiveness of which has been proved or denied through academic research. Simultaneously, the ... -
Digital Teaching in the EFL Classroom: The Correlation Between Quizizz and Students' Motivation
Universitat Jaume I (2020-06-10)Digital games are increasingly involved in students’ daily activities, both in their leisure time and in their learning environments. Digital games can transform the English learning into an engaging and entertainment ... -
La Economía del Bien Común como medida transversal en la educación
Universitat Jaume I (2019-07-24)El Objeto de este TFM es la introducción de la Economía del Bien Común (en adelante EBC) en la asignatura de Economía en 4º curso de Educación Secundaria, como una medida transversal en la educación. Los temas transversales ... -
Enhancing medical translation skills through a gamified experience. Failure or success?
Tremédica. Asociación Internacional de Traductores y Redactores de Medicina y Ciencias Afines (2020)In this paper, a gamification experience applied to a medical translation class will be presented in order to verify whether it is a success or failure as a way to improve students’ skills for the translation of texts of ... -
“Escape Room Educativo: ¡No te des-cuides!”
Universitat Jaume I (2020-06-15)Este Trabajo Final de Grado radica en la propuesta de una técnica innovadora como es el Escape Room, para la mejora en la adquisición de conocimientos relacionados con la salud y la dieta saludable. Consiste en una serie ... -
El escape room virtual: herramienta docente universitaria para el desarrollo de competencias transversales y para la retención del conocimiento
Centro de Estudios Financieros (2022-01)El escape room es una actividad de entretenimiento que puede ser aprovechada para fomentar el aprendizaje y las competencias transversales del estudiantado (hombres y mujeres). Las características de este juego son propicias ... -
Escape Rooms as a Clinical Evaluation Method for Nursing Students
International Nursing Association of Clinical and Simulated Learning (INACSL) (2020-12)Background: There are currently no studies available about the possible use of gamification in the evaluation of nursing students’ clinical skills. The purpose of this study was to understand the gameful experience and ... -
Evaluation of the impact of gamification on students’ performance and engagement in manufacturing engineering courses
SAGE Publications (2023-02-28)In engineering courses with a large number of students, fail and dropout rates are usually high even in courses that can be expected to be interesting to the students. Gamification tools have arisen as an interesting way ... -
Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study
JMIR Publications (2021-03-24)Background: University teaching methods are changing, and in response to a classical teacher-centered approach, new methods continue to strengthen knowledge acquisition by involving students more actively in their learning, ... -
Gamificació en educació física: propostes pràctiques per a educació secundària obligatòria
Universitat Jaume I (2021-07-15)La gamificació és un model pedagògic basat en la utilització de recursos propis dels jocs per incrementar la motivació de l’alumnat i la seua implicació en el procés d’ensenyament-aprenentatge. El present treball pretén ... -
Gamificació, TIC i Neurociència
Universitat Jaume I (2019-06-14)Aquest Treball Final de Grau presenta un projecte precedit d'una introducció teòrica. En primer lloc, es mostra una anàlisi de la disciplina que estudia l'activitat del cervell en el procés d'aprenentatge, la neuroeducació, ... -
Gamificación a través del mundo mágico
Universitat Jaume I (2022-06-10)Este documento trabaja el uso de las metodologías activas, más concretamente en la gamificación, una metodología que se basa en la recreación del juego a través del ámbito educativo, cogiendo elementos del juego e ...