Search results for "MIF"
showing 10 items of 246 documents
Gamificación en educación superior. Una escape room para el aula de matemáticas
2020
[ES] De unos años a esta parte, el perfil de nuestros estudiantes ha cambiado de manera considerable. Esto hace que, de manera complementaria a las clases magistrales, los profesores poco a poco debamos adaptarnos a las nuevas generaciones, mucho más tecnológicas que años atrás. Una de las maneras de aumentar la motivación y la participación de los estudiantes en nuestra asignatura es el planteamiento y la realización de diferentes actividades de manera que esto nos ayude también a desarrollar materiales que se adecuen al mayor número de alumnos posible. El objetivo general del presente artículo es utilizar la gamificación como herramienta docente en el aula. En concreto, proponemos el uso …
Gamification & Education: Una Revisión Bibliomética
2019
[ES] La Gamificación es una creciente area de investigación en la literature de Educación, debido a la necesidad y relevancia de nuevas metodologías innovadoras para enfrentar el nuevo entorno de aprendizaje. Sin embargo existe una carencia de investigación sobre la importancia y el desarrollo de la literature de Gamificación en el campo de la Educación (GE). Este artículo realiza una relevante contribución a la literature de Educación, al revisar esta literature, a través de un análisis bibliometro y gráfico de la misma. El documento presenta una descripción bibliométrica de la investigación sobre Gamificación y Educación. El trabajo estudia 635 referencias recopiladas de la Web of Science…
INSECTS, SMALL MAMMALS AND BREEDING PERFORMANCE OF FARMLAND POPULATIONS OF THE COMMON KESTREL (FALCO TINNUNCULUS) IN SICILY.
1991
Junkbox, a waste management educational game for preschool kids
2019
Waste management is becoming an increasingly important issue in contemporary society. The growth in consumption, the increase in urbanization and economic development have as main consequence an increase in the production of waste. Moreover, the population's bad recycling habits are becoming more and more entrenched. In this context, sustainable development has gained considerable importance and the need to teach new generations the value of protecting the environment is key and what through our research we are experimenting is the way of playing. In fact, basic but very significant behaviours can be activated through a game and they may become stable habits and then proper lifestyles. This…
P29.02: Assessment of placental vascularization by three-dimensional power Doppler to evaluate effect of mifepristone vs. placebo in early pregnancy
2007
Escape room in education: a bibliometric study
2020
[EN] The impact of technologies in all areas is one of the main points that characterize the current society. In the educational context, recently, great efforts are being made to adapt the system to characteristics and needs of the students of the 21st century. Gamification in education consist on the use of structures, characteristics, dynamics and aesthetics of games for educational purposes, to increase students participation and motivation. The escape room is a gamified activity in which one or more teams must leave a place during a limited time solving a challenge whose goal is learning. This study pretends to analyze research trends through a bibliometric study of scientific producti…
I RODITORI DI CAVA MONTICINO (BRISIGHELLA, RA)
2021
Rodents are the most abundant group of small mammals occurring in Brisighella deposits. They are represented by 12 species in total, among which 2 hamsters (Apocricetus cf. barrierei and Ruscinomys cf. lasallei), 2 dormice (Muscardinus sp. and Myomimus sp.), 1 porcupine (Hystrix (Hystrix) depereti), 2 sciurids (Atlantoxerus cf. rhodius and Hylopetes sp.) and 5 species of muridae (Apodemus cf. gudrunae, Centralomys benericettii, Occitanomys sp, Paraethomys meini and Stephanomys debruijni). This association suggests a relatively dry open environment, interrupted by forest environment with more or less dense underground.