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90 results on '"Hijón-Neira, Raquel"'

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1. Developing and Assessing Computational Thinking in Secondary Education Using a TPACK Guided Scratch Visual Execution Environment

2. Coding in Early Years Education: Which Factors Influence the Skills of Sequencing and Plotting a Route, and to What Extent?

5. Mobile Learning to Support Computational Thinking in Initial Teacher Education: A Case Study

6. Fostering computational thinking with simulated 3D robots in secondary education.

9. What Happens When Gamification Ends?

10. Computational Thinking Measurement of CS University Students.

11. Analysis of Gamification Elements. A Case Study in a Computer Science Course

15. How Gamification Impacts on Vocational Training Students

17. Videojuego educativo para la enseñanza transversal de las Ciencias de la Naturaleza y Matemáticas con programación por bloques

18. Recursion Removal as an Instructional Method to Enhance the Understanding of Recursion Tracing

19. A Review of International Models of Computer Science Teacher Education

20. Models for Computer Science Teacher Preparation

21. Models for Computer Science Teacher Preparation: Developing Teacher Knowledge

23. Models for Computer Science Teacher Preparation: Developing Teacher Knowledge

24. Brecha en la vocación de los estudiantes por profesiones STEM y el mercado laboral europeo

25. Videojuego Educativo “L.U.C.A.” para la Enseñanza de la Evolución de las Especies

26. Enseñanza de las Matemáticas a través del Uso de Scratch (Transversalidad STEM)

27. A case study investigating an appropriate age and plugged or unplugged approach for programming at primary school

28. Analysis of the implementation of a framework for teachers’ digital competence in preservice teacher training.

36. Creación de un videojuego educativo sobre células para la enseñanza de la programación

40. LITE (Laboratory of Information Technologies in Education), URJC

42. Experiencia de juegos serios en el aula de formación profesional

43. Un análisis de la situación sobre el estado de la enseñanza de la Programación en Primaria y su didáctica

45. Mobile Learning to Support Computational Thinking in Initial Teacher Education: A Case Study

46. Análisis para la gamificación de un curso de Formación Profesional

47. LITE (Laboratory of Information Technologies in Education), URJC.

49. FACTORS FAVORING THE DEVELOPMENT OF EDUCATIONAL APPS. USABILITY STUDY OF MOBILE APPLICATIONS TO TEACH PROGRAMMING.

50. Análisis para la gamificación de un curso de Formación Profesional.

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