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Vol. 8 No. 1 (2022)
Vol. 8 No. 1 (2022)
Published:
2022-06-01
Full Issue
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Articles
JUSECA: A SERIOUS GAME FOR THE COMPREHENSION OF ALGORITHMS
Jesús Alberto Pérez Angulo, José Alejandro Castro Rosales
5-16
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Gamified paradigms published in edublogs for Secondary Education, Vocational Education and Upper Secondary
Aránzazu García Martínez, Marta Fuentes Agustí
17-30
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Systematic Literature Review: Benefits of video games in Primary Education
Iván Mielgo-Conde, Sara Seijas-Santos, Mario Grande de Prado
31-43
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Influence of flipped learning on attitudes towards a foreign language subject
María Victoria Fernández-Carballo
44-58
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The development of computational thinking in education: Assessment based on an experience with Scratch
Rakel Gamito, Pilar Aristizabal, Maitane Basasoro, Irati León
59-74
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Perceptions and use of digital media in arts education: A descriptive study
Víctor Bravo Villares, María Jesús Fernández Sánchez
75-90
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Virtual learning environments: Social networks for learning at university
Ariadna Galván Orozco, Olga López Pérez, Joanna Koral Chávez López, Elsa Xanat Contreras López
91-101
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Personal and teaching factors related to university professors’ stress levels in the face of COVID-19
Raquel Cantero Téllez, Rita Pilar Romero Galisteo, Maria Rodriguez Bailón
102-110
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Innovation in Vocational Education and Training: the use of Escape Rooms
Víctor González Calatayud
111-120
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ICT as a strategy for social inclusion. Analysis of a second educational opportunity track
Francisco José García Aguilera, Diego Aguilar Cuenca
121-134
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JCR y JCI WOS
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Media literacy of university students for creating digital contents
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Educating in the infant school of the 21st century: dialogue, inclusion and technology
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Technologies for teaching and learning of students with Autism Spectrum Disorder: a systematic review
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Systematic Literature Review: Benefits of video games in Primary Education
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Revolutionizing EFL special education: how ChatGPT is transforming the way teachers approach language learning
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Systematic Literature Review: Benefits of video games in Primary Education
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Technologies for teaching and learning of students with Autism Spectrum Disorder: a systematic review
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The R5 method of Reflective Practice. Evaluation of its impact on initial teacher training
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Proposal for a new model: Mediated Reflective Practice
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Holography as an educational resource for the teaching geometry content in primary school
2023 H5 |
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