Zobrazeno 1 - 10
of 23
pro vyhledávání: '"Marco Bento"'
Publikováno v:
Revista Portuguesa de Educação, Vol 35, Iss 1 (2022)
As primeiras décadas do século XXI vieram reforçar a consolidação das tecnologias como recurso desejável e incontornável em diferentes esferas da vida social. De igual forma, no campo da educação, a inovação e a mudança das práticas curr
Externí odkaz:
https://doaj.org/article/339c856a6b3d4823bff970a8a8d43e5d
Autor:
Ana Monteiro, Marco Bento, José Lencastre, Marcelo Pereira, Altina Ramos, Antonio J. Osório, Bento Silva
Publikováno v:
Revista de Estudios e Investigación en Psicología y Educación, Iss 13 (2017)
Although mobile technology is not yet widely used in schools, and in some cases even prohibited by internal regulations, the truth is that this technology, besides being a hallmark of contemporary life, is a powerful tool that challenges teachers and
Externí odkaz:
https://doaj.org/article/75a8da9c793842fa8a04121c681ebcfe
Publikováno v:
Revista Portuguesa de Educação v.35 n.1 2022
As primeiras décadas do século XXI vieram reforçar a consolidação das tecnologias como recurso desejável e incontornável em diferentes esferas da vida social. De igual forma, no campo da educação, a inovação e a mudança das práticas curr
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::9bad62cf12d99af533dd1fcfb5d7b689
http://scielo.pt/scielo.php?script=sci_arttext&pid=S0871-91872022000100428
http://scielo.pt/scielo.php?script=sci_arttext&pid=S0871-91872022000100428
Publikováno v:
CIÊNCIAVITAE
BASE-Bielefeld Academic Search Engine
BASE-Bielefeld Academic Search Engine
Gamification is an intricate word, and game developers and researchers are concerned that this trivializes practical game design complexities. The difficulty is that there is no universally accepted definition of gamification; on the contrary, there
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::37e26d6f281fcc3b6fb6d15f547e1c70
https://hdl.handle.net/1822/73539
https://hdl.handle.net/1822/73539
Publikováno v:
BASE-Bielefeld Academic Search Engine
Game-based learning and Gamification are innovative pedagogical approaches used for educational purposes, but which require a strategic procedure both in terms of curriculum planning and in terms of the resources used. The aim of the article is to hi
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::4fe435d7aa3fe80c30eb3de768b31d33
https://hdl.handle.net/1822/73535
https://hdl.handle.net/1822/73535
Publikováno v:
Repositório Científico de Acesso Aberto de Portugal
Repositório Científico de Acesso Aberto de Portugal (RCAAP)
instacron:RCAAP
Repositório Científico de Acesso Aberto de Portugal (RCAAP)
instacron:RCAAP
Within the enhancement of technology and its ongoing integration into formal education setting, learning environments have been challenged to operationalize and arrange systems that engage pedagogy and technology together. The nature of this ongoing
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::e913bbbea2c010436e57be3e0ef843f8
https://hdl.handle.net/1822/70211
https://hdl.handle.net/1822/70211
Publikováno v:
Repositório Científico de Acesso Aberto de Portugal
Repositório Científico de Acesso Aberto de Portugal (RCAAP)
instacron:RCAAP
Repositório Científico de Acesso Aberto de Portugal (RCAAP)
instacron:RCAAP
Assuming the evident relationship between innovation and technology, and the corresponding impact in the educational field, this article contemplates a systematic review on the resource on flipped classroom model in non-tertiary education. 181 studie
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::a3aab38b305ed8cf37a43d59751f9575
https://hdl.handle.net/10216/146431
https://hdl.handle.net/10216/146431
Publikováno v:
BASE-Bielefeld Academic Search Engine
CIÊNCIAVITAE
CIÊNCIAVITAE
Nowadays, gaming and gamification are significant teaching tools in digital learning environments. The concepts Game-Based Learning and Gamification, their approaches at European level, and the differences between them are described in this paper. Th
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::b88250a17993e456d3d3f8de2ae33a6b
https://hdl.handle.net/1822/64438
https://hdl.handle.net/1822/64438
Publikováno v:
Repositório Científico de Acesso Aberto de Portugal
Repositório Científico de Acesso Aberto de Portugal (RCAAP)
instacron:RCAAP
Repositório Científico de Acesso Aberto de Portugal (RCAAP)
instacron:RCAAP
Relatório de Estágio do Mestrado em Economia apresentado à Faculdade de Economia O presente relatório surge no âmbito do estágio curricular do Mestrado em Economia da Faculdade de Economia da Universidade de Coimbra, desenvolvido na empresa Str
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::461b5ea76ae17debfda3fe942d9f8eeb
https://hdl.handle.net/10316/84431
https://hdl.handle.net/10316/84431
Publikováno v:
Repositório Científico de Acesso Aberto de Portugal
Repositório Científico de Acesso Aberto de Portugal (RCAAP)
instacron:RCAAP
CIÊNCIAVITAE
Repositório Científico de Acesso Aberto de Portugal (RCAAP)
instacron:RCAAP
CIÊNCIAVITAE
This article, written under the scope of the Erasmus+ project «Games2Learn & Gamification2Engage», sought to identify the teachers' perceptions from the three countries (Portugal, Italy and Poland) involved in the project on GBL and Gamification. T
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::1820b7d716064ed5fa80296ccba93a09
https://hdl.handle.net/1822/57688
https://hdl.handle.net/1822/57688