Zobrazeno 1 - 10
of 23
pro vyhledávání: '"Cristina Alonso-Fernandez"'
Publikováno v:
IEEE Access, Vol 7, Pp 123820-123829 (2019)
Learning games are becoming popular among teachers as educational tools. However, despite all the game development quality processes (e.g., beta testing), there is no total assurance about the game design appropriateness to the students' cognitive sk
Externí odkaz:
https://doaj.org/article/05b8ef27839e4543a75a6efbd73d35a5
Autor:
Cristina Alonso-Fernandez, Renata Kuba, Xiaotong Yang, Ginny Smith, Seyedahmad Rahimi, Valerie J. Shute
Publikováno v:
Educational Technology Research and Development. 69:1055-1075
In-game learning supports aim to help students solve game levels (i.e., game-related supports), and connect to underlying content (i.e., content-related and hybrid supports). Students with different levels of prior knowledge may have different needs
Autor:
Manuel Freire, Antonio Calvo-Morata, Iván Martínez-Ortiz, Cristina Alonso-Fernandez, Baltasar Fernández-Manjón
Publikováno v:
Interactive Learning Environments. 31:644-654
Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation...
Autor:
Baltasar Fernández Manjón, Cristina Alonso-Fernandez, Iván Martínez Ortiz, Antonio Calvo-Morata, Manuel Freire, Iván J. Pérez-Colado
Publikováno v:
IEEE Revista Iberoamericana de Tecnologias del Aprendizaje. 15:161-170
Serious games’ evaluation and players’ assessment is commonly done with experiments where the users play the game and fulfill one or more questionnaires. The tool Simva was designed to simplify these complex experiments, which commonly include th
Autor:
Manuel Freire, Baltasar Fernández-Manjón, Rafael Caballero, Iván Martínez-Ortiz, Cristina Alonso-Fernandez
Publikováno v:
Journal of Computer Assisted Learning. 36:350-358
Autor:
Baltasar Fernández-Manjón, Iván Martínez-Ortiz, Cristina Alonso-Fernandez, Antonio Calvo-Morata, Manuel Freire-Moran
Publikováno v:
IEEE Revista Iberoamericana de Tecnologias del Aprendizaje. 14:168-176
Serious games are still complex to deploy in classrooms for average teachers. Game Learning Analytics can help teachers to apply serious games, using data from students’ in-game interactions to provide learning information. Many teachers do not see
Publikováno v:
DDFV. Repositorio Institucional de la Universidad Francisco de Vitoria
instname
DDFV: Repositorio Institucional de la Universidad Francisco de Vitoria
Universidad Francisco de Vitoria
IEEE Access, Vol 7, Pp 123820-123829 (2019)
instname
DDFV: Repositorio Institucional de la Universidad Francisco de Vitoria
Universidad Francisco de Vitoria
IEEE Access, Vol 7, Pp 123820-123829 (2019)
Learning games are becoming popular among teachers as educational tools. However, despite all the game development quality processes (e.g., beta testing), there is no total assurance about the game design appropriateness to the students' cognitive sk
Publikováno v:
TEEM
Education on gender equality is an essential foundation to improve our society. Many of the current inequality or sexist situations have their roots at a very young age, when the mindset is constructed and stereotypes are created and fixed. At such y
Autor:
Baltasar Fernández-Manjón, Iván Martínez-Ortiz, Cristina Alonso-Fernandez, Manuel Freire, Antonio Calvo-Morata
Publikováno v:
Emerging Technologies for Education ISBN: 9783030387778
SETE@ICWL
SETE@ICWL
The suitability of games for learning has been proven for many years. However, effective application of games in education requires two important stages: their initial validation, and their later use in the classroom. Serious games should be validate
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::7f96778d7c5ed861ce9a8008a75b57df
https://doi.org/10.1007/978-3-030-38778-5_37
https://doi.org/10.1007/978-3-030-38778-5_37
Autor:
Iván Martínez-Ortiz, Cristina Alonso-Fernandez, Baltasar Fernández-Manjón, Antonio Calvo-Morata, Manuel Freire
Publikováno v:
Telematics and Informatics. 60:101568
Serious games have proven to be educational tools with numerous positive effects, capable of promoting learning, changing behavior, or improving training and skills development, among other effects. Serious games can also be applied to address and pr