Search results for "MIF"

showing 10 items of 246 documents

Study of a medium-size biological molecular association by means of a pair potential semiempirical approach: β-carboline-lumiflavin

1985

The molecular association between some substituted β-carbolines and a model flavin, lumiflavin, has been studied by means of a semiempirical approach proposed by Fraga based on a 1/R expansion of atom-atom pair potentials. Only stacked minima have been considered because of their possible biological interest. The calculations characterize 15 different minimum stacked conformations, most of them occurring in the complexes considered. The structural and energetic effects of 1–Me, 6–OH and 7–OH substituents of β-carboline are discussed. An equilibrium conformation involving geometric overlap between the pteridinic portion of flavin and the indole group of β-carboline is predicted to be the mos…

Indole testStereochemistryHydrogen bondAssociation (object-oriented programming)General ChemistryFlavin groupAdductComputational Mathematicschemistry.chemical_compoundchemistryComputational chemistryLumiflavinTotal energyPair potentialJournal of Computational Chemistry
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Aprender finanzas conductuales experimentando

2021

[EN] In an ever-changing economic and business environment, it is especially interesting that students learn, and experiment with their own decision-making, about behavioral finance. This experience will provide them with a better understanding of the economic agents’ behavior in different real- life situations (auctions, pricing, negotiations, investing and financing decisions). By experimenting, they acquire solid knowledge about biases, rational and irrational behaviors, and motivations that govern economic life. Controlled economic experiments in the classroom, a gamification learning methodology, allow students to better understand complex economic-financial concepts such as the herdin…

Innovación educativaBehavioral financeExperimental economicsEducación superiorEconomía experimentalHigher educationAprender jugandoTecnologías y educaciónFinanzas conductualesGamificationLibro de Actas IN-RED 2021: VII Congreso de Innovación Edicativa y Docencia en Red
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“Alimental, querido Watson” – Escape room virtual para la asignatura de Alimentación y Dietética

2021

[EN] "Alimental, querido Watson" is a digital educational escape room created for the subject "Nutrition and Dietetics" of the degree in Medicine at the University of Valencia. The objective of this activity was to maintain the students participation and adherence in the subject in spite of being teached in an on-line asynchronous way during the 2020/2021 academic year. Furthemore, we also wanted to encourage their learning by solving the different enigmas, always related to the contents of the subject. The results from this activity show that, as expected, students had a greater involvement and satisfaction with the activity, as well as a higher academic performance. Therefore, our experie…

Innovación educativaDieteticsMedicinaMethodologyAlimentaciónMetodologíaGamificationEscape RoomGamificaciónDietéticaEducación superiorMedicineEnseñanza superiorTecnologías y educaciónNutrition
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Gamificación: El concurso como actividad grupal de enseñanza/aprendizaje

2016

[EN] The present study consist of the use of game mechanics to promote the development of applications and activities to stimulate, in an attractive way but without sacrificing the rigor required, the teaching and learning in the subjects of Chemistry and Analytical Chemistry in Chemistry degree.

Innovación educativaGamificaciónConcursoMultimediaEducación superiorEnseñanza superiorTecnologías y educaciónLudificaciónAutoaprendizaje
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Gamificación en la universidad: una experiencia basada en el “bring your own device” en educación superior

2016

[EN] Technological development offers several new opportunities to improve the quality of teaching. Under the ongoing task as a teachers of motivating and teaching how to learn to our students, we present the results of a session that consisted of two gamificated and groupal activities (quiz format) and a single self-assessment, based all of them on the use of their own electronic enabled devices (bring your own device). This implies an enriching, fun and practical experience to approach the course, and it provided interesting feedback to continue implementing new technologies at the university.

Innovación educativaGamificaciónConcursoRendimientoEducación superior"Bring your own device"Enseñanza superiorMotivaciónTecnologías y educación
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Experiencias en la aplicación de la gamificación en 1º Curso de Grado de Ciencias de la Salud

2015

[EN] This paper analyzes the use of gamification in university education. Gamification is the term used to refer to the application of game mechanics in areas in which gaming is not typically used. Our working hypothesis is based on the idea that gaming can be a tool to promote the reinforcement of the concepts taught in the lecture. One of our objectives was to know the features that a game targeted at university students should include. To figure it out, we proposed two game types and a third option that combines both games. In order to assess whether the game is effective on consolidating concepts and improving attentiveness compared to the lecture, we did a survey on students and we ana…

Innovación educativaGamificaciónEducación superiorEnseñanza superiorMotivaciónTecnologías y educaciónTrabajo colaborativoAprendizaje activo
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Combinación de cuestionarios simples y gamificados utilizando gestores de participación en el aula: experiencia y percepción del alumnado

2017

[EN] The growing use of mobile devices has motivated the development of a wide range of applications to help manage the students’ participation in the classroom. Socrative allows the lecturer to use multiple-choice questionnaires in the classroom, either in a simple or a gamified mode (Space Race). In this paper, we describe our experience at using this tool to promote competitive learning, at both undergraduate and post-graduate levels. The student’s perception indicates that the use of the application helped at increasing engagement and motivation. However, relevant differences were found between both modes of use, underlining the importance of an adequate activity design.

Innovación educativaGamificaciónGestor de participaciónSocrativeEducación superiorEnseñanza superiorTecnologías y educación
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Gamificación en la universidad II: aprendemos a divertirnos enseñando. Se divierten aprendiendo

2017

[EN] After the success last year using gamification as a motivating method in the degree of Biomedical Engineering (UV-UPV), we introduce it this year in degree in Podiatry (UV). On the basis of the results of our first study, we focus on the use of Kahoot application in order to improve our students’ motivation and subsequently, their califications. Despite the short timeexperience, the improvement in academic results has been evident. Although it could be due to many causes, it has been influenciated by this action. In addition, during the development of this type of activity the involvement and fun of our students does not cease to amaze us. They enjoy their successes and also their fail…

Innovación educativaGamificaciónTICKAHOOTEducación superiorEnseñanza superiorMotivaciónTecnologías y educaciónLudificaciónm-learningLibro de Actas IN-RED 2017 - III Congreso Nacional de Innovación Educativa y de Docencia en Red
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Economía en juego

2019

[EN] This article describes an innovative strategy aimed at teaching the subject “Political Economy”, in the University Degree in Political Science and Public Administration. Although the central methodology revolves mainly around “gamification”, it also requires activities as traditional as “taking notes” or “paying attention during class”. In addition, it provides the added value of demanding to expand and structure the information collected on the basis of structuring descriptors (glossary). Through a RPG –economic and political espionage at Bandung Conference– students collect, complete and organize the information offered by the teacher and return it through oral communications before …

Innovación educativaJuegos de rolDiscourse structuringInternet useEconomía PolíticaEstructuración del discursoEstudios económicosHigher EducationRPGsGamificationPolitical EconomyGamificaciónPolitical scienceEducación superiorEnseñanza superiorTecnologías y educaciónEconomic studiesPractical implicationsHumanitiesLibro de Actas IN-RED 2019: V Congreso de Innovación Edicativa y Docencia en Red
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El método del caso como herramienta de aprendizaje activo en arqueología

2021

[EN] The case study, like other methodologies that enhance the active participation of the students, greatly favours the teaching-learning process. Here we present the design, application and results of the cases implemented in two Archaeology subjects (History Degree, University of Valencia). Within the framework of a Teaching Innovation Project (METARQ), we have implemented, in six different groups, two cases related to two subjects: Archaeological Methodology (3rd year-2nd semester, three groups) and Mediterranean Archaeology (4th year-1st semester, three groups). Both the learning results and the general opinion of the students were very positive. In addition, the application of this po…

Innovación educativaMETARQCase MethodTeaching InnovationGamificationArqueologíaMétodo del casoGamificaciónArchaeologyEducación superiorBlended learningInnovación DocenteEnseñanza superiorSemipresencialidadTecnologías y educaciónLibro de Actas IN-RED 2021: VII Congreso de Innovación Edicativa y Docencia en Red
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