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1. Comparing a LEGO® Serious Play Activity With a Traditional Lecture in Software Engineering Education

2. Examining and Comparing the Effectiveness of Virtual Reality Serious Games and LEGO Serious Play for Learning Scrum

3. LEGO® Serious Play in Software Engineering Education

4. Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming

5. Escapp: A Web Platform for Conducting Educational Escape Rooms

6. SGAME: An Authoring Tool to Easily Create Educational Video Games by Integrating SCORM-Compliant Learning Objects

7. Evaluating an Educational Escape Room Conducted Remotely for Teaching Software Engineering

8. Examining the Use of an Educational Escape Room for Teaching Programming in a Higher Education Setting

9. Analyzing Learning Effectiveness and Students’ Perceptions of an Educational Escape Room in a Programming Course in Higher Education

10. ESTIMACIÓN DE CALIDAD DE OBJETOS DE APRENDIZAJE EN REPOSITORIOS DE RECURSOS EDUCATIVOS ABIERTOS BASADA EN LAS INTERACCIONES DE LOS ESTUDIANTES

12. Examining the Usefulness of Quality Scores for Generating Learning Object Recommendations in Repositories of Open Educational Resources

14. A Learning Analytics Perspective on Educational Escape Rooms

34. Comparing Traditional Teaching and Game-Based Learning Using Teacher-Authored Games on Computer Science Education

35. Educational Data Virtual Lab: Connecting the Dots Between Data Visualization and Analysis

37. Technology-Enhanced Educational Escape Rooms: A Road Map

38. Use of a Simulated Social Network as an Educational Tool to Enhance Teacher Digital Competence

39. SGAME: An Authoring Tool to Easily Create Educational Video Games by Integrating SCORM-Compliant Learning Objects

40. LEGO® Serious Play in Software Engineering Education

41. Escapp: A Web Platform for Conducting Educational Escape Rooms

42. Analyzing Learning Effectiveness and Students’ Perceptions of an Educational Escape Room in a Programming Course in Higher Education

43. Automated Assessment in Programming Courses: A Case Study during the COVID-19 Era

44. Ediphy: A modular and extensible open-source web authoring tool for the creation of interactive learning resources

45. Analysis of management systems for virtual and remote labs

46. Enhancing university services by extending the eIDAS european specification with academic attributes

47. Development of Teacher Digital Competence in the Area of E-Safety through Educational Video Games

48. An easy to use open source authoring tool to create effective and reusable learning objects

49. AMMIL: A METHODOLOGY FOR DEVELOPING VIDEO-BASED LEARNING COURSES

50. EXTENDING THE EIDAS EUROPEAN SPECIFICATION FOR SUPPORTING ACADEMIC ATTRIBUTES

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