|
|
|
Azin Yazdi, Amir Karimi and Stylianos Mystakidis
This study applies bibliometric and network analysis methods to map the literature-based landscape of gamification in online distance learning. Two thousand four hundred and nineteen publications between 2000 and 2023 from the Scopus database were analyz...
ver más
|
|
|
|
|
|
|
Sophia Rapti, Theodosios Sapounidis and Sokratis Tselegkaridis
Nowadays, Augmented Reality flourishes in educational settings. Yet, little is known about teachers? and children?s views of Augmented Reality applications in Preschool. This paper explores 71 preschoolers? opinions of Augmented Reality teaching integrat...
ver más
|
|
|
|
|
|
|
Jan-Olaf Meynecke and Hilla Kela
The use of objects by cetaceans is well known, and their ability to interact with their environment in complex behaviours has been demonstrated previously. However, baleen whales, including humpback whales (Megaptera novaeangliae), are less often observe...
ver más
|
|
|
|
|
|
|
Rubén Jerónimo Yedra and María Alejandrina Almeida Aguilar
The use of a methodology to address a problem facilitates work in an efficient, effective, and highly productive way. The design thinking methodology (also known as design thinking) is user-centric and oriented towards offering solutions by breaking down...
ver más
|
|
|
|
|
|
|
Rubén Camacho-Sánchez, Aaron Rillo-Albert and Pere Lavega-Burgués
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university st...
ver más
|
|
|
|
|
|
|
Vít Pászto, Jirí Pánek, René Glas and Jasper van Vught
Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of ...
ver más
|
|
|
|
|
|
|
Inmaculada Remolar, Cristina Rebollo and Jon A. Fernández-Moyano
Master lectures of history are usually quite boring for the students, and to keep their attention requires a great effort from teachers. Virtual and Augmented Reality have a clear potential in education and can solve this problem. Serious games that use ...
ver más
|
|
|
|
|
|
|
Olga De Troyer, Jan Maushagen, Renny Lindberg and David Breckx
Most people are using their smartphones daily and carry them all the time. Therefore, mobile learning applications can be integrated in daily routines to make learning a part of daily life. While numerous mobile learning applications exist, each with the...
ver más
|
|
|
|
|
|
|
Pawel Dymora and Karol Niemiec
Gamification, in its nature, combines not only games but also the whole psychological environment. Thanks to this, a properly prepared implementation of gameplaying can encourage people to compete with others and achieve the set tasks and goals. A person...
ver más
|
|
|
|
|
|
|
Maria Luce Lupetti, Yuan Yao, Haipeng Mi and Claudio Germak
This article presents an investigation of the implications of designing for children?s playful learning with robots. This study was carried out by adopting a Research through Design approach that resulted in the development of a novel low-anthropomorphic...
ver más
|
|
|
|