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Engagement in the course of Programming in Higher Education through the use of Gamification. Universal Access in the Information Society , 18, 14. presented at the 07/2019. doi:https://doi.org/10.1007/s10209-019-00680-z. (2019).
Engaging MOOC through gamification: Systematic mapping review. Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM 2019). presented at the 2019, University od Leon, Spain: ACM. Retrieved from http://hdl.handle.net/11285/633089. (2019).
Evaluative model of practice-based teacher education (core practice) to enhance metacognition and lifelong learning. 7th International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM 2019). Retrieved from http://hdl.handle.net/11285/633090. (2019).
La escala de Competencia Digital y uso de Recursos Educativos Abiertos (CD-REA): factores asociados a la competencia de los docentes universitarios bimodales. Revista Ibérica de Sistemas e Tecnologias de Informação, E28, 545-558. presented at the 04/2020.. (2020).
Practice-based teacher education: a literature mapping over the past five years. Proceedings of the 7th International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM 2019). Retrieved from http://hdl.handle.net/11285/633091. (2019).
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).