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108 results on '"Manzano-León A"'

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2. A Systematic Review of Gamification as a Playful Strategy to Prevent Bullying

4. Play and learn: Influence of gamification and game-based learning in the reading processes of secondary school students

5. Acquisition of Learning and Empathy Towards Patients in Nursing Students Through Online Escape Room: An Exploratory Qualitative Study

6. Juega y aprende: influencia de la gamificación y aprendizaje basado en juego en los procesos lectores de alumnado de secundaria

9. Game-Based Learning and Service-Learning to Teach Inclusive Education in Higher Education

10. The legends of Elendor: educational gamification as an influential factor in academic flow and academic performance in socially depressed communities

11. Additional file 1 of The use of digital escape rooms in nursing education

13. INNOVACIÓN DOCENTE EN EL AULA DE INFANTIL

18. The use of digital escape rooms in nursing education

21. Testing the Factorial Validity of the Classroom Engagement Inventory with Spanish Students

22. Testing the Factorial Validity of the Classroom Engagement Inventory with Spanish Students

23. Aprendizaje-Servicio lúdico en la formación inicial docente: un estudio cualitativo

24. Gamification in initial teacher training to promote inclusive practices: a qualitative study

25. Relationship between Emotional Intelligence, Victimization, and Academic Achievement in High School Students

26. Discerning the global phylogeographic distribution of Phyllosticta citricarpa by means of whole genome sequencing

27. Training Digital Competencies in Future Primary School Teachers: A Systematic Review

28. Juego y procesos lectores del alumnado de secundaria de zonas de necesidad de transformación social

29. ESTRATEGIAS DE APRENDIZAJE

30. Acquisition of Learning and Empathy Towards Patients in Nursing Students Through Online Escape Room: An Exploratory Qualitative Study

40. Game-Based Learning and Gamification in Physical Education: A Systematic Review

41. A Web-Based Escape Room to Raise Awareness About Severe Mental Illness Among University Students: Randomized Controlled Trial (Preprint)

43. Gamification and family leisure to alleviate the psychological impact of confinement due to COVID‐19

44. Does Being a Scout Affect Confinement Due to COVID-19? A Comparative Exploratory Descriptive Study with Spanish Adolescents

45. Gamificación y Breakout Edu en Formación Profesional. El programa 'Grey Place' en Integración Social

46. New prophylaxis regimen for SARS-CoV-2 infection in health professionals with low doses of hydroxychloroquine and bromhexine: a randomised, double-blind placebo clinical trial (ELEVATE Trial)

50. Aprendizaje-Servicio lúdico en la formación inicial docente

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