All Stories

  1. Prácticas Educativas Abiertas: uso y adaptación de Recursos Educativos Abiertos en la educación superior. Una revisión sistemática
  2. Brecha de género en la competencia digital profesional: construcción y validación inicial de un instrumento para su medición
  3. Modelo Rotación por Estaciones para la mejora del rendimiento en ciencias en secundaria
  4. Experiència d’ús d’una Simulació Virtual Gamificada per a docents d’Infermeria
  5. An Examination of Methodological Approaches in Applied Technology Classrooms: A Reflective Perspective from Vocational and Training Educators
  6. ¿Cómo influye el nivel socioeconómico en la autopercepción de la competencia digital del alumnado de educación secundaria en España?
  7. Creación y validación de una guía de diseño de Simulaciones Virtuales Gamificadas
  8. La competencia digital de estudiantes y docentes en los centros de educación secundaria
  9. Digital competence profiles of first year, pre-service teachers. Analysis in the Catalan university system
  10. An analysis of virtual simulations from the TPACK perspective
  11. Validación de una herramienta para medir la Competencia Digital Docente del profesorado de educación Secundaria en formación inicial
  12. Tecnologías Digitales e Inteligencia Artificial: evidencias de su efectividad en educación
  13. Professional Digital Competence: Definition, Frameworks, Measurement, and Gender Differences: A Systematic Literature Review
  14. Brecha digital de género en secundaria: diferencias en competencia autopercibida y actitud hacia la tecnología
  15. Sentiment analysis for formative assessment in higher education: a systematic literature review
  16. El concepto de competencia digital docente: revisión de la literatura
  17. Formar y evaluar competencias en educación superior: una experiencia sobre inclusión digital
  18. Análisis de la autopercepción de la competencia digital docente en la formación inicial de maestros y maestras
  19. Competencia digital y formación profesional en España: análisis documental sobre su regulación, propuestas y recomendaciones
  20. Training pre-service teachers to enhanced digital education
  21. Gender-sensitive sentiment analysis for estimating the emotional climate in online teacher education
  22. Competencia digital docente, actitud y uso de tecnologías digitales por parte de profesores universitarios
  23. An associational study: preschool teachers’ acceptance and self-efficacy towards Educational Robotics in a pre-service teacher training program
  24. Editorial
  25. Design and Validation of an Assessment Tool for Educational Mobile Applications Used with Autistic Learners
  26. Teachers’ Perceptions of Bee-Bot Robotic Toy and Their Ability to Integrate It in Their Teaching
  27. The Integration of Sustainable Development Goals in Educational Robotics: A Teacher Education Experience
  28. An overview of teacher training programs in educational robotics: characteristics, best practices and recommendations
  29. Validation of a tool for self-evaluating teacher digital competence
  30. Editorial
  31. Editorial
  32. Teacher Views on Educational Robotics and Its Introduction to the Compulsory Curricula
  33. La competencia digital de los docentes de los conservatorios. Estudio de autopercepción en España
  34. The Flipped classroom in the learning of korfball in fifth and sixth grade
  35. Teacher’s digital competence among final year Pedagogy students in Chile and Uruguay
  36. Participants’ Perceptions About Their Learning with FIRST LEGO® League Competition – a Gender Study
  37. Editorial
  38. Assessing Teacher Digital Competence: the Construction of an Instrument for Measuring the Knowledge of Pre-Service Teachers
  39. Spanish Zimbardo Time Perspective Inventory Construction and Validity among Higher Education Students
  40. A gamified collaborative course in entrepreneurship: Focus on objectives and tools
  41. Serious games and the development of an entrepreneurial mindset in higher education engineering students
  42. Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?
  43. Individual and collaborative Performance and Level of Certainty in MetaVals
  44. Supporting Human Capital development with Serious Games: An analysis of three experiences
  45. Entrepreneurship Competence Assessment Through a Game Based Learning MOOC
  46. Desarrollo de las competencias de colaboración con el uso del Serious Game MetaVals
  47. Serious Games Integration in an Entrepreneurship Massive Online Open Course (MOOC)
  48. Students' Time Perspective and Its Effects on Game Based Learning
  49. The Impact of Students’ Temporal Perspectives on Time-On-Task and Learning Performance in Game Based Learning
  50. Interdisciplinary and International Adaption and Personalization of the MetaVals Serious Games
  51. Hot Issues in Game Enhanced Learning: The GEL Viewpoint
  52. Measuring the Knowledge Convergence Process in the Collaborative Game MetaVals
  53. Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games
  54. Impact of the Feeling of Knowledge Explicitness in the Learners’ Participation and Performance in a Collaborative Game Based Learning Activity
  55. Time Factor Assessment in Game-Based Learning
  56. Time Factor in the Curriculum Integration of Game-Based Learning