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Pedro Omar Silva-Vásquez, Viviana Yarel Rosales-Morales, Edgard Benítez-Guerrero, Giner Alor-Hernández, Carmen Mezura-Godoy and Luis Gerardo Montané-Jiménez
Serious games (SG), (video games with an educational purpose), provide teachers with tools to strengthen their students? knowledge. Developing a SG requires knowledge, time, and effort. As a result, specialized tools to aid in the development process are...
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María Rosa Fernández-Sánchez, Alberto González-Fernández and Jesús Acevedo-Borrega
The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an active...
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Ricardo Moreno-Rodriguez, José Luis Lopez-Bastias, Miriam Diaz-Vega and Rosa Espada-Chavarria
Although educational breakout has been implemented in pre-university stages, there is little evidence in subjects related to history in postsecondary levels. The aim of this paper was to present the results obtained after implementing an educational brea...
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Aikaterini Georgiadou and Stelios Xinogalos
Nowadays, young students spend a lot of time playing video games and browsing on the Internet. Using the Internet has become even more widespread for young students due to the COVID-19 pandemic lockdown, which resulted in transferring several educational...
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Sofia Pescarin and Delfina S. Martinez Pandiani
This contribution analyzes the impact of factors related to story structure, meaningfulness, and concentration in the design of Serious Games. To explore them, the authors carried out an experimental evaluation aiming to identify relevant aspects affecti...
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Evgeniy Zaripov,Sergey Plotnikov
Pág. 53 - 61
To date, only the lazy do not talk about gamification. In the era of digitalization, the use of information technology in education is an integral part of education. But it is difficult to stay motivated during training. Gamification has every reason to ...
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Christina Volioti, Euclid Keramopoulos, Theodosios Sapounidis, Konstantinos Melisidis, Georgios Christoforos Kazlaris, George Rizikianos and Christos Kitras
Augmented Reality is an emerging educational technology that has the potential to provide innovative methods of teaching and create engaging learning experiences. Augmented Reality applications implementing game-based design could enrich education by inc...
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Olga R. Laponina,Vasily A. Matoshenko
Pág. 31 - 44
The article discusses the procedure for introducing game mechanisms into the educational process. The main elements of gamification, the concept of the game element "Capture the flag" ("CaptureTheFlag" - CTF) are described, the basic principles of the ar...
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Rytis Maskeliunas, Robertas Dama?evicius, Audrius Kulikajevas, Joane Marley and Caroline Larsson
Low back pain is a leading cause of disability worldwide, putting a significant strain on individual sufferers, their families, and the economy as a whole. It has a significant economic impact on the global economy because of the costs associated with he...
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Luisa Parody, Jenifer Santos, Luis Alfonso Trujillo-Cayado and Manuel Ceballos
Pedagogical innovation involving information and communications technology (ICT) may offer teachers the opportunity to create engaging learning environments in engineering courses. In this paper, we present a gamification teaching experience whose primar...
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