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Gamification in higher education, the experience at ULPGC

  • José Alexis Alonso Sánchez [1] ; Eduardo Gregorio Quevedo Gutiérrez [1]
    1. [1] Universidad de Las Palmas de Gran Canaria

      Universidad de Las Palmas de Gran Canaria

      Gran Canaria, España

  • Localización: Innovación Educativa en el ámbito de las TIC y las TAC: proyectos, métodos y herramientas para el futuro de la Educación / coord. por Antonio Gabriel Ravelo García Árbol académico, Carlos Manuel Travieso González Árbol académico, David de la Cruz Sánchez Rodríguez, Jesús Bernardino Alonso Hernández Árbol académico, José Miguel Canino Rodríguez Árbol académico, Miriam Martín Paciente, Santiago Tomás Pérez Suárez, 2025, ISBN 979-13-7006-166-1, págs. 267-274
  • Idioma: inglés
  • Enlaces
  • Referencias bibliográficas
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    • Llopis, M. & Balaguer, P.: El uso del juego en educación. Gamificación. En Chiva, O. y Martí, M. (coords) Métodos pedagógicos activos...
    • López-Pernas, S., Gordillo, A., Barra, E., & Quemada, J.:Examining the use of an educational escape room for teaching programming in a...
    • ONU: Resolución A/RES/70/1 Transformar Nuestro Mundo: La Agenda 2030 Para el Desarrollo Sostenible. ONU (2015).
    • Palaniappan, K., & Noor, N. M.: Gamification Strategy to Support Self-Directed Learning in an Online Learning Environment. International...
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    • Pan, R., Lo, H. & Neustaedter, C.: Collaboration, awareness, and communication in real-life escape rooms, in Proc. Conf. Des. Interact....
    • Papazoglou, K.; Janikian, M.; Paizi, D.: Gamification of learning and student engagement. In Proceedings of the 11th International Conference...
    • Quevedo, E.& Zapatera Llinares: A. Assessment of Scratch Programming Language as a Didactic Tool to Teach Functions. Education Sciences,...
    • Robledo, P.; Fidalgo, R.; Arias, O.; Lourdes Álvarez, M.: Students’ perceptions of developing of competences through different innovative...
    • Rodrigues, L., Pereira, F. D., Toda, A., Palomino, P., Pessoa, M., Carvalho, L. & Isotani, S.: Gamification suffers from the novelty effect...
    • Ruiz, H.:¿Cómo Aprendemos? Graó (2020).
    • Sailer, M., Homner, L.: The Gamification of Learning: a Meta-analysis. Educ Psychol Rev 32, 77–112 (2020). https://doi.org/10.1007/s10648-019-09498-w
    • Salah, O. & Alzaghal, Q.: A Conceptual Model for Implementing Gamification in Education and Its Impact on Academic Performance. In: Alareeni,...
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    • Vilalta, J. M.: Prólogo I. Integración y Conocimiento: Revista del Núcleo de Estudios e Investigaciones en Educación Superior de Mercosur,...
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