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Rojas-López, A., & Rincón-Flores, E. G.. (2018). Gamification as learning scenario in programming course of higher education. HCI International 2018 Conference . presented at the 05/2018.
Rojas-López, A.. (2017). Intervención de tres estrategias educativas para cursos de programación en educación superior. Education in the Knowledge Society (EKS), 18(4), 21. presented at the Oct-12-2018. doi:10.14201/eks201718410.14201/eks20171842134
Rojas-López, A., & García-Peñalvo, F. J.. (2018). Learning Scenarios for the Subject Methodology of Programming From Evaluating the Computational Thinking of New Students. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 13(1), 30 - 36. presented at the Jan-02-2018. doi:10.1109/RITA.2018.2809941
Rojas-López, A., & Rincón-Flores, E. G.. (2018). Learning and Teaching Gamification as Learning Scenario in Programming Course of Higher Education. In P. Zaphiris & Ioannou, A. (Eds.), Lecture Notes in Computer ScienceLearning and Collaboration Technologies. (Vol. 10925, pp. 200 - 210). Cham: Springer International Publishing. doi:10.1007/978-3-319-91152-6_16
Rojas-López, A., & García-Peñalvo, F. J.. (2018). 4 Elements Proposed to Offer Personalized Education in the University Superior Technical Level. Advanced Science Letters, 24(11), 7980 - 7982. presented at the Jan-11-2018. doi:10.1166/asl.2018.12471
Rojas-López, A., Rincón-Flores, E. G., Mena, J. J., García-Peñalvo, F. J., & Ramírez-Montoya, M. S.. (2019). 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: