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Students and Teachers Using Mentimeter: Technological Innovation to Face the Challenges of the COVID-19 Pandemic and Post-Pandemic in Higher Education
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Students and Teachers Using Mentimeter: Technological Innovation to Face the Challenges of the COVID-19 Pandemic and Post-Pandemic in Higher Education (2021)Students and Teachers Using Mentimeter: T…The effect of Mentimeter and Kahoot applications on university students' e-learning (2020)The effect of Mentimeter and …Educación en tiempos de pandemia: reflexiones de alumnos y profesores sobre la enseñanza virtual universitaria en España, Italia y Ecuador (2020)Educación en tiempos de pande…Measuring actual learning versus feeling of learning in response to being actively engaged in the classroom (2019)Measuring actual learning ver…LA AGENDA 2030 PARA EL DESARROLLO SOSTENIBLE (2019)LA AGENDA 2030 PARA EL DESARR…Diseño universal para el aprendizaje : un modelo teórico-práctico para una educación inclusiva de calidad (2019)Diseño universal para el apre…La gamificación como estrategia metodológica en el contexto educativo universitario (2017)La gamificación como estrateg…Gamification in Education: What, How, Why Bother? (2011)Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education (2020)Gamification as a Methodological Complement to Flipped Learning—An Incident Factor in Learning Improvement (2020)Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study (2020)The role of deliberate practice in the acquisition of expert performance. (1993)Unskilled and unaware of it: How difficulties in recognizing one's own incompetence lead to inflated self-assessments. (1999)Active learning increases student performance in science, engineering, and mathematics (2014)Transitioning to the “new normal” of learning in unpredictable times: pedagogical practices and learning performance in fully online flipped classrooms (2020)The Curious Construct of Active Learning (2021)AI Tools in Society: Impacts on Cognitive Offloading and the Future of Critical Thinking (2025)Content Analysis for the Social Sciences and Humanities. (1970)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)The psychological impact of the COVID-19 epidemic on college students in China (2020)Higher Education Response in the Time of Coronavirus: Perceptions of Teachers and Students, and Open Innovation (2021)Impact of COVID-19 on University Students: An Analysis of Its Influence on Psychological and Academic Factors (2022)The use of technology in higher education teaching by academics during the COVID-19 emergency remote teaching period: a systematic review (2022)El reto del crecimiento en México: industrias manufactureras y política industrial (2016)Planificación urbana y participación en el estado de México (2021)Starting at Home: What Does the Literature Indicate about Parental Involvement in Early Childhood STEM Education? (2022)Gamificación del aula en la enseñanza superior online: el uso de Kahoot (2022)Flipped classroom with gamified technology and paper-based method for teaching vocabulary (2023)Gamification in the classroom: Kahoot! As a tool for university teaching innovation (2024)
this work references cited by second hop

References

  • 2019Measuring actual learning versus feeling of learning in response to being actively engaged in the classroom1,369 cited
  • 2020Educación en tiempos de pandemia: reflexiones de alumnos y profesores sobre la enseñanza virtual universitaria en España, Italia y Ecuador233 cited
  • 2017La gamificación como estrategia metodológica en el contexto educativo universitario119 cited
  • 2019LA AGENDA 2030 PARA EL DESARROLLO SOSTENIBLE111 cited
  • 2020The effect of Mentimeter and Kahoot applications on university students' e-learning85 cited
  • 2019Diseño universal para el aprendizaje : un modelo teórico-práctico para una educación inclusiva de calidad36 cited

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