[EN] Game-based learning refers to the use of game thinking and mechanics to engage and motivate students in the learning process. We applied this innovative concept to complement the theoretical sessions of an introductory ...
Queiro-Ameijieras, C. M.; Martí-Parreño, J.; Seguí-Mas, Elies; Summerfield, L.(IATED, 2019-11-13)
[EN] Gamification is a tool that is increasingly used in the field of teaching at all levels of education, from
primary to university. Despite the fact that Business Management and Accounting have not remained
on the ...
[EN] This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse the impact of active ...
[EN] The vulnerable, dynamic and digitalizing working environments of the 2020s obviously propose new types of `newcomer¿ skills. The character of these `soft skills¿ is inherent, whereby their learning forms a challenge ...
Gerodetti, Natalia; Nixon, Darren(Editorial Universitat Politècnica de València, 2019-07-05)
[EN] Student retention and attrition rates have been established as Key Performance Indicators (KPIs) for course teams in the Higher Education landscape in the UK. Against this quantified (and neoliberal) auditable ...
Sánchez Ruiz, Luis Manuel; Moll López, Santiago Emmanuel; Núñez-Perez, Adolfo; Moraño Fernández, José Antonio; Vega-Fleitas, Erika(MDPI AG, 2023-05-14)
[EN] This research aims to explore the potential impact of the ChatGPT on b-learning methodologies in engineering education, specifically in mathematics. The study focuses on how the use of these artificial intelligence ...
Real, Yenny; Hurtado, Jairo(Editorial Universitat Politècnica de València, 2019-07-05)
[EN] Prehispanopolis is the result of a pedagogical, dynamic and innovative proposal for teaching, learning and evaluation of students through the creation of a board game developed between teacher and students. As part ...
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 ...
[EN] We adapt online tours to meet the needs and expectations of each audience.
For the family audience, we recreate the Water Museum in the world of
MINECRAFT for outreach and educational purposes. Using this videogame, ...
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 ...
[PT] A importância da implementação de metodologias pedagógicas ativas tem aumentado, especialmente na área do ensino superior. Estas metodologias estimulam o envolvimento do estudante diretamente no processo de aprendizagem ...
In this paper, we present an initial study to determine the subject preferences for educational computer
games for children, in which 150 education professionals participated. From the results of this
first study, we ...
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 ...
[EN] The so-called game-based learning strategies are based on introducing games in the classrooms to improve aspects such as student performance, concentration and effort. Currently, they provide a very useful resource ...
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] Lean philosophy introduces a new approach for maximizing value while minimizing waste, facilitating sustainable practices at the same time. Companies have become aware of these improvements and are demanding students ...
[EN] The benefits of game-based learning (GBL) are well justified in literature, but there are no abundant studies to its applications in different disciplines in Higher Education (HE). This method proposes a problem ...
Cuenca-Gotor, Vanesa Paula; Herrero-Debón, Alicia; Roselló-Ferragud, Dolors; Moll-López, Santiago; Monsoriu-Serra, Juan Antonio; Moraño-Fernández, Jose Antonio; Moraño Ataz, Marta; Sánchez-Ruiz, Luis Manuel; Vega-Fleitas, Erica(Universitat Politècnica de València, 2023-04-04)
[EN] This article presents the results of the creation of digital games, based on science fiction and fantasy themes, and their application in the mathematics subjects of Electronic and Aerospace BEng at the Polytechnic ...
[EN] This research enriches the current understanding of digital marketing knowledge acquisition through game-based learning (GBL). The study is based on a sample of 476 participants who provided data before and after ...
Ramón Fernández, Francisca; Bosch Roig, María del Pilar; Cabedo Mallol, Vicente; Casar Furió, María Emilia; Giménez Chornet, Vicent; Hernández Guijarro, Fernando; Lull Noguera, Cristina; Oltra Gutiérrez, Juan Vicente; Osete Cortina, Laura; Soriano Soto, Mª Desamparados(Editorial Universitat Politècnica de València, 2022-10-28)
[EN] The present work presents the strategy and the results obtained in a teaching innovation
developed within the Educational Innovation and Improvement Project (PIMEs)
«Gamification and ICTs: design of audiovisual ...