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Gamificación: Estrategia para optimizar el proceso de aprendizaje y la adquisición de competencias en contextos universitarios
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Gamificación: Estrategia para optimizar el proceso de aprendizaje y la adquisición de competencias en contextos universitarios (2015)Gamificación: Estrategia para optimizar e…Gamification in the classroom: Kahoot! As a tool for university teaching innovation (2024)Gamification in the classroom…Ventajas de la gamificación en el ámbito de la educación formal en España. Una revision bibliográfica en el periodo de 2015-2020 (2021)Ventajas de la gamificación e…La Gamificación como Herramienta Tecnológica para el Aprendizaje en la Educación Superior (2020)La Gamificación como Herramie…Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study (2020)Higher Education Students’ As…Supuestos teóricos para la gamificación de la educación superior (2019)Supuestos teóricos para la ga…La formación de los futuros docentes a través de la gamificación, tic y evaluación continua (2019)La formación de los futuros d…Modelo Teórico Integrado de Gamificación en Ambientes E-Learning (E-MIGA) (2017)Modelo Teórico Integrado de G…Challenge-based gamification and its impact in teaching mathematical modeling (2016)Challenge-based gamification …Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification usage ecology (2017)Strengthening an Educational Innovation Strategy: Processes to Improve Gamification in Calculus Course through Performance Assessment and Meta-evaluation (2018)The use of gamification in xMOOCs about energy: Effects and predictive models for participants’ learning (2019)A Concise Introduction to Mixed Methods Research (2021)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Valoración y evaluación de los Aprendizajes Basados en Juegos (GBL) en contextos e-learning (2019)Trends in Global Higher Education: Tracking an Academic Revolution (2010)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research (2014)Gamificación en Educación Superior. Revisión de experiencias realizadas en España en los últimos años (2021)Gamification and Game-Based Learning as Cooperative Learning Tools: A Systematic Review (2023)Impact of Gamified Teaching on University Student Learning (2023)Gamification in Education: What, How, Why Bother? (2011)For the Win: How Game Thinking Can Revolutionize Your Business (2012)Models of Instructional Design in Gamification: A Systematic Review of the Literature (2022)The effects of gamification on the motivation and basic psychological needs of secondary school physical education students (2022)A social gamification framework for a K-6 learning platform (2012)Gamification in Education: A Systematic Mapping Study (2015)La gamificación como estrategia metodológica en el contexto educativo universitario (2017)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)When to use and how to report the results of PLS-SEM (2018)A Cloud Game-Based Educative Platform Architecture: The CyberScratch Project (2021)Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)Digital Natives, Digital Immigrants Part 1 (2001)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Reality is broken: why games make us better and how they can change the world (2012)Implications for educational practice of the science of learning and development (2019)
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  • 2019Supuestos teóricos para la gamificación de la educación superior48 cited
  • 2020Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study48 cited
  • 2017Modelo Teórico Integrado de Gamificación en Ambientes E-Learning (E-MIGA)44 cited
  • 2019La formación de los futuros docentes a través de la gamificación, tic y evaluación continua41 cited
  • 2016Challenge-based gamification and its impact in teaching mathematical modeling40 cited
  • 2024Gamification in the classroom: Kahoot! As a tool for university teaching innovation36 cited
  • 2021Ventajas de la gamificación en el ámbito de la educación formal en España. Una revision bibliográfica en el periodo de 2015-202035 cited
  • 2020La Gamificación como Herramienta Tecnológica para el Aprendizaje en la Educación Superior28 cited

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