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dc.contributor.authorAmaro Mellado, José Lázaro
dc.contributor.authorAntón García, Daniel
dc.contributor.authorPérez Suárez, Macarena
dc.contributor.authorMartinez Álvarez,Francisco
dc.date.accessioned2021-09-30T08:26:56Z
dc.date.available2021-09-30T08:26:56Z
dc.date.issued2020
dc.identifier.citationAmaro-Mellado J.L., Antón D., Pérez-Suárez M., Martínez-Álvarez F. (2020) Game-Based Student Response System Applied to a Multidisciplinary Teaching Context. In: Martínez Álvarez F., Troncoso Lora A., Sáez Muñoz J., Quintián H., Corchado E. (eds) International Joint Conference: 12th International Conference on Computational Intelligence in Security for Information Systems (CISIS 2019) and 10th International Conference on EUropean Transnational Education (ICEUTE 2019). CISIS 2019, ICEUTE 2019. Advances in Intelligent Systems and Computing, vol 951. Springer, Cham. https://doi.org/10.1007/978-3-030-20005-3_34es
dc.identifier.isbn9783030200046
dc.identifier.issn21945357
dc.identifier.urihttp://hdl.handle.net/20.500.12251/2033
dc.description.abstractThe prevailing need to promote the application of active methodologies to develop the teaching-learning process in an effective way led to this work. The aim was to evidence the efficiency of an Information and Communication Technologies (ICT) resource for the generation of a collaborative and multidisciplinary context in the university teaching activity within dissimilar fields of knowledge. A Game-based Student Response System (GSRS) was implemented as a common tool for different teachers of non-related fields of knowledge with a view to enhance critical thinking and engagement in the students. The outcomes showed that this methodology increased the involvement and reduced part of the degree of abstraction that complex contents entail. Thus, the environment varied significantly with respect to the traditional relationship between students and teachers, since the latter are in charge of generating student-centred experiences based on interaction. As a result, feedback information was gathered in order to rearrange contents and consider novel strategies. In addition, this work eased the acquisition of knowledge, competence development and the achievement of teaching objectives by the students. © 2020, Springer Nature Switzerland AG.es
dc.description.sponsorshipIEEE SMC Spanish ChapterStartup OleThe International Federation for Computational Logices
dc.language.isoenges
dc.publisherSpringer Verlages
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.titleGame-Based Student Response System Applied to a Multidisciplinary Teaching Contextes
dc.typeconferenceObjectes
dc.identifier.conferenceObjectInternational Conference on European Transnational Education, ICEUTE 2019es
dc.identifier.doi10.1007/978-3-030-20005-3_34
dc.identifier.urlhttps://doi.org/10.1007/978-3-030-20005-3_34es
dc.page.initial329es
dc.page.final339es
dc.rights.accessRightsopenAccesses
dc.subject.keywordGammificaciónes
dc.subject.keywordTecnologías de la información y Comunicación (TIC)es
dc.subject.keywordMetodología didácticaes
dc.subject.keywordInteligencia Artificiales
dc.subject.keywordProcesos enseñanza-aprendizajees
dc.subject.keywordEstrategias de aprendizajees
dc.subject.unesco5801.01 Medios Audiovisualeses
dc.subject.unesco5801.05 Pedagogía Experimentales
dc.subject.unesco5801.07 Métodos Pedagógicoses
dc.subject.unesco5801.04 Teorías Educativases
dc.subject.unesco1207.06 Teoría de Juegoses
dc.volume.number951es


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