Search results for "Innovación educacional"

showing 6 items of 6 documents

Teachers’ intention to use educational video games: The moderating role of gender and age

2018

Educational video games represent an educational change that challenges teachers and managers of Higher Education institutions in several ways including their attitude formation and behavioural intention. Using a Technology Acceptance Model (TAM) approach a research model is developed to predict teachers’ behavioural intention to use educational video games in their courses. The research model is tested via structural equation modelling (SEM) on a sample of 312 Higher Education teachers. Main results suggest that perceived usefulness influences in a direct and positive way teachers’ behavioural intention while perceived ease of use indirectly influences intention through perceived usefulnes…

020205 medical informaticsHigher educationmedia_common.quotation_subjectApplied psychologyIntention to useSample (statistics)02 engineering and technologyInnovación educacionalStructural equation modelingEducationAge and genderInnovaciones educativasVideojuegosComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringEnseñanza superiormedia_commonAttitudebusiness.industry05 social sciences050301 educationUsabilityVídeojuegoTechnology acceptance modelPsychologybusiness0503 educationInnovations in Education and Teaching International
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Higher education instructors' intention to use educational video games: an fsQCA approach

2019

Educational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage students in the learning process. Nevertheless, instructors can be influenced by barriers that prevent them from using EVGs in their courses (e.g. lack of expertise with EVGs). Instructors can also be influenced by different drivers that might increase their intention to use EVGs. This research analyses the effects of four variables (perceived usefulness, perceived ease of use, attention, and relevance) as factors contributing or preventing the use of EVGs by instructors serving in Higher Education institutions. Data of 170 instructors, who were surveyed through an online questionnaire using a …

050101 languages & linguisticsMedical educationHigher educationQualitative comparative analysisbusiness.industryTeaching method05 social sciencesEducational technology050301 educationUsabilityComputer-assisted web interviewingInnovación educacionalEducationSnowball samplingInnovaciones educativasVideojuegosValue judgmentVídeojuegoComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesEnseñanza superiorEducacióbusinessPsychology0503 education
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Teaching Archaeological Heritage Management: Towards a Change in Paradigms

2018

The concept of archaeological heritage management (AHM) has been key to wider archaeological research and preservation agendas for some decades. Many universities and other education providers now offer what is best termed heritage management education (HME) in various forms. The emphasis is commonly on archaeological aspects of heritage in a broad sense and different terms are often interchangeable in practice. In an innovative working-conference held in Tampere, Finland, we initiated a debate on what the components of AHM as a course or curriculum should include. We brought together international specialists and discussed connected questions around policy, practice, research and teaching/…

ArcheologyHistoryarchaeological heritage managementConservationInnovación educacional615 History and ArchaeologyArqueologíaArchaeological research11. Sustainabilityta616harjoittelu0601 history and archaeologyta615training060101 anthropology060102 archaeologymuinaisjäännöksetEnvironmental ethicsarkeologia06 humanities and the artsMétodo de aprendizajeteachingkulttuuriperintöheritage management educationKey (cryptography)Archaeological heritageConservation and Management of Archaeological Sites
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Gamificación como herramienta docente aplicada a las tutorías de grupo en la Educación Superior

2019

[EN] Our general objective consists in using gamification as a teaching tool in order to get a higher level of students’ involvement in the tutorials, as well as, increasing the motivation to learn Pathophysiology in the Pharmacy Degree. Not all the students groups are uniform, and also the teachers have nonconscious prejudices for each group. Hence, every student group has its own idiosyncrasy. We have the hypothesis that the game can give us really valuable information to let us develop suitable teaching techniques to enhance the motivation for each particular group. Games offers a more relaxed scenario compared to master class or exam, therefore we can ask questions as a team contest tha…

Innovación educativaTutoríasMotivationActive learningTutorialsEducational innovationInnovación educacionalIntervención educacionalEducational interventionDocencia universitariaGamificationAprendizaje activoGamificaciónUniversity teachingEducación superiorEnseñanza superiorMotivaciónTecnologías y educación
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EmoTIC: Impact of a game-based social-emotional programme on adolescents

2021

[EN] Introduction Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence. Materials and methods The participants were 119 adolescents between 11 and 15 years, randomly assigned to the experimental group and the control group. The adolescents completed questionnaires to assess their em…

Social CognitionMaleApplied psychologyEmotionsIntelligenceSocial SciencesInnovación educacionalAnxietyAdolescentsFamiliesLearning and MemorySurveys and QuestionnairesSocial emotional learningMedicine and Health SciencesPsychologyChildChildrenEmotional IntelligenceMultidisciplinary05 social sciencesQR050301 educationMétodo de aprendizajeMedicineEngineering and TechnologyGame basedFemalePsychology050104 developmental & child psychologyResearch ArticleSocial PsychologyAdolescentScienceMEDLINEPsychological StressEquipmentHuman LearningMental Health and PsychiatryLearningHumans0501 psychology and cognitive sciencesCommunication EquipmentBehaviorEnseñanza secundariaCognitive PsychologyBiology and Life SciencesSelf ConceptProsocial BehaviorGames ExperimentalVideo GamesAge GroupsPeople and PlacesCognitive SciencePopulation GroupingsCell Phones0503 educationLENGUAJES Y SISTEMAS INFORMATICOSNeurosciencePLoS ONE
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Teachers’ beliefs about gamification and competencies development: A concept mapping approach

2020

Despite an increasing academic attention towards both gamification and competencies-based education, little is known about Higher Education teachers’ beliefs regarding the use of gamification to develop students’ competencies. To fill this research gap, concept mapping was used to cluster teachers’ beliefs in 4 dimensions regarding the use of gamification to develop students’ competencies. Our findings suggest that teachers believe that gamification encourages team working and oral communication skills. Moreover, critical thinking and social skills development were also found as some of the benefits that teachers believe the use of gamification can provide to the development of students’ co…

Teamwork020205 medical informaticsHigher educationConcept mapbusiness.industrymedia_common.quotation_subject05 social sciences050301 educationGame based learning02 engineering and technologyInnovación educacionalEducationInnovaciones educativasCritical thinkingInterpersonal competence0202 electrical engineering electronic engineering information engineeringMathematics educationEnseñanza superiorPsychologybusiness0503 educationmedia_common
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