|
|
|
John M. Carroll, Fanlu Gui, Srishti Gupta and Tiffany Knearem
Smart city infrastructures enable the routine interleaving and integration of diverse activities, including new ways to play, to be playful, and to participate. We discuss three examples: (1) citizen-based water quality monitoring, which combines outdoor...
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
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
Johanna Pirker,Christian Gütl,Patrick Weiner Weiner,Victor Garcia-Barrios
Pág. pp. 52 - 57
In recent years, the use of mobile applications and computer-based games as pedagogical tools has become more and more popular. Additionally, many mobile devices enhance the user experience by providing different sensors, e.g. to deliver location-based e...
ver más
|
|
|
|