Wolf, Martin; Köhler, Klemens(Editorial Universitat Politècnica de València, 2022-05-31)
[EN] Using gamification approaches in Higher Education is an appropriate way to increase student’s engagement especially during the time of the COVID-19 pandemic. Escape Games which could be either used as physical experience ...
Cuenca-Gotor, Vanesa Paula; Herrero Debón, Alicia; Roselló, María-Dolores; Moll López, Santiago Emmanuel; Monsoriu Serra, Juan Antonio; Moraño Fernández, José Antonio; Moraño-Ataz, Marta; Sánchez Ruiz, Luis Manuel; Vega-Fleitas, Erika(EscuelaTécnica Superior de Ingeniería del Diseño. Universitat Politècnica de València, 2022-07-22)
[EN] In this work, a study about a learning methodology using game-based techniques is presented.
In the literature, several studies show that game-based learning creates a positive
environment, which increases knowledge ...
Herrero Debón, Alicia; Roselló Ferragud, María Dolores; Moll López, Santiago Emmanuel; Moraño Fernández, José Antonio; Sánchez Ruiz, Luis Manuel; Sánchez López, Sara; Vega Fleitas, Erica; Moraño Ataz, Marta; Nuñez Perez, Adolfo(Universitat Politècnica de València, 2023-01-31)
[EN] In this work, the influence of the introduction of role-playing game elements, such as the customization of the avatar and an adaptive level of difficulty, is studied to configure a game experience more adapted to the ...
[EN] One of the tools that can contribute to enhancing students' learning, motivation, and
academic performance is the gamification technique. However, this technique is still not
widely implemented in the university ...