Barba Orellana, Francisco; Martí Quijal, Francisco; Pallarés Barrachina, Noelia; Juan García, Cristina; Berrada Ramdani, Houda(Editorial Universitat Politècnica de València, 2022-10-28)
[EN] Various international organisations have emphasized the importance of establishing both health-based as well as adequate sanitary food guidelines to avoid possible food contamination and potential danger due to improper ...
Sánchez Ruiz, Luis Manuel; López Alfonso, Salvador; Moll López, Santiago Emmanuel; Moraño Fernández, José Antonio; Vega-Fleitas, Erika(MDPI AG, 2022-10)
[EN] The introduction of game-based learning techniques has significantly swayed learning, motivation, and information processing in both traditional and digital learning environments. This paper studies the footprint that ...
Salvador Gómez, Alejandro; Escrig Tena, Ana Belén; Beltran Martin, Inmaculada; García Juan, Beatriz(Editorial Universitat Politècnica de València, 2022-01-19)
[ES] El escape room es una actividad lúdica que puede ser aprovechada como recurso docente. Por sus características, esta actividad permite enganchar al alumnado en la resolución de retos que tengan como finalidad la mejora ...
Marin Suelves, Diana; Vidal Esteve, Isabel; Pardo Baldoví, M. Isabel(Editorial Universitat Politècnica de València, 2020-05-26)
[EN] The impact of technologies in all areas is one of the main points that characterize the current society. In the educational context, recently, great efforts are being made to adapt the system to characteristics and ...
Psyllou, Maria(Editorial Universitat Politècnica de València, 2024-06-20)
[EN] This paper examines the impact of an interactive in person escape room game on students’ engagement and learning in a first year quantitative module. Developed and implemented as a formative assessment and alternative ...
García Monera, María(Editorial Universitat Politècnica de València, 2020-12-28)
[ES] De unos años a esta parte, el perfil de nuestros estudiantes ha cambiado de manera considerable. Esto hace que, de manera complementaria a las clases magistrales, los profesores poco a poco debamos adaptarnos a las ...
[EN] The resource of teaching through games (gamification) has also been extended to teaching at the University, with good results. In this work we present an enriching experience of gamification in the classroom, carried ...
Cuenca Gotor, Vanesa Paula; Herrero Debón, Alicia; Moll López, Santiago Emmanuel; Monsoriu Serra, Juan Antonio; Moraño Fernández, José Antonio; Sánchez Ruiz, Luis Manuel; Vega Fleitas, Erica(Editorial Universitat Politècnica de València, 2021-09-28)
[EN] The arrival of the COVID-19 pandemic has led to an important change in the metho-dologies used in education. In this work the application of a virtual escape room is presented in the subject of Orbits, Satellites and ...
Olaso Gonzalez, Gloria; Calvo Saiz, Conrado; González Cabo, Pilar; García Giménez, José Luis; Gómez-Cabrera, Mari Carmen; Arribas Rodríguez, Silvia; Gal Iglesias, Beatriz; Pallardó Calatayud, Federico; Piqueras Franco, Marta; Pons Moreno, Álvaro; Romá Mateo, Carlos(Editorial Universitat Politècnica de València, 2023-10-06)
[EN] The incorporation of narrative features into teaching materials of different formats, such as
graphic and audiovisual ones, has proven to be an efficient way of encouraging student
motivation. Besides, it strengthens ...
Hernández-Torres, Atteneri; Cadenas, Maria(Editorial Universitat Politècnica de València, 2021-09-28)
[EN] Human 2.0 project is about a gamification taken to the university classroom of the subject of Developmental Psychology. During their development, the students have created their human, named him and studied his ...
Rubio Edo, Elena(Universitat Politècnica de València, 2024-10-10)
[ES] El sector del escape room ha experimentado un auge en los últimos años por su capacidad
para ofrecer experiencias únicas. Sin embargo, el rápido crecimiento del sector obliga a las
empresas a buscar maneras de ...