Buscar
Mostrando ítems 1-10 de 64
Gamit! Icing on the Cake for Mathematics Gamification
(MDPI, 2023)
Acceso abierto
Gamification has permeated education as a strategy to improve the teaching-learning process. Research shows that gamified reward systems based on badges, leaderboards, and avatars modifies the learning environment and ...
Gamit! a beat for learning
(IEEE, 2023)
Acceso restringido
This paper presents the results from a gamification platform developed by two Latin American universities from Mexico and Peru, with the aim to promote engagement and improve students' attitudes towards the learning process, ...
Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America
(Springer, 2023)
Acceso restringido
Augmented Reality (AR) has the potential to enhance students’ learning experiences. To deploy AR as educational tool, access to the requisite infrastructure and readiness of teachers are basic conditions to be met. The ...
Digital Technology in Higher Education: Identification of Surfaces in Space Generated by Functions of Two Variables
(Springer, 2023)
Acceso restringido
This forms part of a research project to characterize the mathematical work performed by higher education students in developing a didactic sequence, through digital technology, in which they mobilize the concept of surfaces ...
La educación terciaria, el emprendimiento empresarial y la tasa de desempleo en los Estados Unidos entre los años 2001 y 2021
(Universidad Estatal de Milagro, 2023)
Acceso abierto
El desempleo afecta a todos los países (Mncayi y Meyer,2022), pero investigaciones previas sugieren puede reducirse al impulsar el emprendimiento y al impulsar los estudios terciarios. (Baert et al., 2021; Precious y Daniel, ...
Online learning environments for the promotion of undergraduate research in pandemic times: A case study in an engineering program
(Rajarambapu Institute Of Technology, 2023)
Acceso abierto
This case study explores the use of online learning environments as an alternative tool for the promotion of undergraduate research culture within an engineering program during the COVID-19 pandemic times. This context ...
Semiotic Alternations with the Yupana Inca Tawa Pukllay in the Gamified Learning of Numbers at a Rural Peruvian School
(International Forum of Educational Technology and Society, National Taiwan Normal University, 2023)
Acceso restringido
Yupana Inca Tawa Pukllay (YITP) is a ludic didactic resource based on semiotic alternation that, using the reading of numbers in the Inca numeral system, improves its equivalent Indo-Arabic reading. Twelve children from ...
Perspectivas docentes para una agenda crítica en educación mediática post COVID-19. Estudio comparativo en Latinoamérica
(Grupo Comunicar Ediciones, 2022)
Acceso abierto
La pandemia causada por la COVID-19 en América Latina obligó a transitar de un modelo educativo presencial a uno
a distancia atravesado por la emergencia, las precariedades tecnológicas y la falta de planificación. Esto ...
Gamit! Interactive platform for gamification
(IEEE, 2022)
Acceso restringido
Gamit! is a software platform that enables instructors to use gamification concepts and techniques in their classrooms. Currently, the platform allows instructors to create leaderboards and use badges to incentivize students ...
Teaching of the Yupana with the Tawa Pukllay method for developing the Computational Thinking in children
(IEEE, 2022)
Acceso restringido
The present research aimed to assess if the teaching of the Yupana using the Tawa Pukllay method developed by Prem [16] enables to develop the computational thinking (CT) in children of 10 and 11 years old. For this purpose, ...