Identificador persistente para citar o vincular este elemento: http://hdl.handle.net/10553/134791
Campo DC Valoridioma
dc.contributor.authorBarragán Pulido, Saraen_US
dc.contributor.authorBarragán Pulido, María Luisaen_US
dc.contributor.authorAlonso Hernández, Jesús Bernardinoen_US
dc.contributor.authorCastro Sánchez, José Juanen_US
dc.contributor.authorRabazo-Méndez, María Joséen_US
dc.date.accessioned2024-11-21T20:11:53Z-
dc.date.available2024-11-21T20:11:53Z-
dc.date.issued2023en_US
dc.identifier.issn2076-3417en_US
dc.identifier.urihttp://hdl.handle.net/10553/134791-
dc.description.abstractCurrently, technological development is making its way into education through the increasing integration of new technologies into teaching. In this context, gamification emerges as one of the ways to incorporate the pedagogical process into the digital world, creating the need to encourage both the digital skills of educators and students. The objective of this work is to shed light on the growing use of technology-based teaching methods and encourage their integration into educational practice from the teacher’s point of view. This work specifically analyses the European Framework for Digital Competence of Educators, relates the different digital competences defined to a series of localized educational solutions, and proposes a direct relationship between different gamification tools and serious games. Based on the review carried out, this study highlights a profound change in the educational process that involves digitization and the use of new technologies to optimize learning, as well as the training needs of teaching staff and the development of educational solutions that take into account the different digital competences.en_US
dc.languageengen_US
dc.relation.ispartofApplied Sciences (Basel)en_US
dc.sourceApplied Sciences (Basel) [eISSN 2076-3417], v. 13, n. 9, 5495, (Abril 2023)en_US
dc.subject33 Ciencias tecnológicasen_US
dc.subject580107 Métodos pedagógicosen_US
dc.subject.otherEducationen_US
dc.subject.otherEuropean Framework DigCompEduen_US
dc.subject.otherGamificationen_US
dc.subject.otherLearningen_US
dc.subject.otherSerious gamesen_US
dc.titleDevelopment of Students’ Skills through Gamification and Serious Games: An Exploratory Studyen_US
dc.typeinfo:eu-repo/semantics/articleen_US
dc.typeArticleen_US
dc.identifier.doi10.3390/app13095495en_US
dc.identifier.scopus2-s2.0-85159268081-
dc.contributor.orcid#NODATA#-
dc.contributor.orcid#NODATA#-
dc.contributor.orcid0000-0002-7866-585X-
dc.contributor.orcid0000-0002-9305-263X-
dc.contributor.orcid#NODATA#-
dc.identifier.issue9-
dc.relation.volume13en_US
dc.investigacionCiencias Sociales y Jurídicasen_US
dc.investigacionIngeniería y Arquitecturaen_US
dc.type2Artículoen_US
dc.description.numberofpages16en_US
dc.utils.revisionen_US
dc.date.coverdateAbril 2023en_US
dc.identifier.ulpgcen_US
dc.contributor.buulpgcBU-TELen_US
dc.description.sjr0,508
dc.description.jcr2,7
dc.description.sjrqQ2
dc.description.jcrqQ2
dc.description.scieSCIE
dc.description.miaricds10,5
item.fulltextCon texto completo-
item.grantfulltextopen-
crisitem.author.deptGIR IDeTIC: División de Procesado Digital de Señales-
crisitem.author.deptIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.deptDepartamento de Señales y Comunicaciones-
crisitem.author.deptGIR Sociedad Digital-
crisitem.author.deptDepartamento de Psicología, Sociología y Trabajo Social-
crisitem.author.orcid0000-0002-7866-585X-
crisitem.author.orcid0000-0002-9305-263X-
crisitem.author.parentorgIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.parentorgDepartamento de Psicología, Sociología y Trabajo Social-
crisitem.author.fullNameBarragán Pulido, María Luisa-
crisitem.author.fullNameAlonso Hernández, Jesús Bernardino-
crisitem.author.fullNameCastro Sánchez, José Juan-
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