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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 ...
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 ...