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The use of gamification in xMOOCs about energy: Effects and predictive models for participants’ learning. Australasian Journal of Educational Technology, 35(2), 16. presented at the 01/2020. doi:https://doi.org/10.14742/ajet.4818
. (2020). Training in digital competencies for health professionals: systematic mapping (2015-2019). ( )Profesional de la Información, 30(2), e300213. presented at the 03/2021. doi:https://doi.org/10.3145/epi.2021.mar.13
. (2021). User experience in institutional repositories: A systematic literature review. Digital Libraries and Institutional Repositories: Breakthroughs in Research and Practice, 17. Retrieved from https://hdl.handle.net/11285/637053
. (2020). . (2018).
User Experience of an Institutional Repository in a Private University in Mexico: A Fundamental Component in the Framework of Open Science. Journal of Information Technology Research (JITR), 12(4), 20. doi:10.4018/JITR.2019100104
. (2019). Uso de la tableta digital en entornos universitarios de aprendizaje a distancia. RIED. Revista Iberoamericana de Educación a Distancia, 20(2). presented at the 2017. doi:10.5944/ried.20.2.17712
. (2017).