Argitalpenak (153) Mª Esther Del Moral Pérez argitalpenak

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2025

  1. Children's drawings as an interpretive response to a gamified narrative with augmented reality: the case of Towards the South Pole

    Literacy, Vol. 59, Núm. 2, pp. 185-198

  2. Do War Video Games Stimulate the Critical Thinking of University Students Towards War?

    Lecture Notes in Networks and Systems (Springer Science and Business Media Deutschland GmbH), pp. 343-358

  3. Game-Based Storytelling with a Robot Character: Activating Computational Thinking in Young Children

    Early Childhood Education Journal

  4. Gamified Environments and Serious Games for Students With Autistic Spectrum Disorder: Review of Research

    Review Journal of Autism and Developmental Disorders, Vol. 12, Núm. 1, pp. 80-92

  5. Gamified Environments and Serious Games for Students With Autistic Spectrum Disorder: Review of Research

    Review Journal of Autism and Developmental Disorders, Vol. 12, Núm. 1, pp. 80-92

  6. Microrrelatos, codificación robótica, aplicaciones digitales y realidad aumentada para potenciar el pensamiento computacional infantil

    Pixel-Bit: Revista de medios y educación, Núm. 73, pp. 154-180

  7. Teaching Skills Involved in the Design of Immersive Digital Games from Literary Texts and Animated Films

    RED: revista de educación a distancia, Vol. 25, Núm. 82

  8. The impact of a gamified augmented environment on language skills in students with ASD

    Digital Pedagogy in Early Childhood Language Development (IGI Global), pp. 203-230

  9. Universitarios frente a las Fake News generadas por Inteligencia Artificial: estrategias asociadas al pensamiento crítico que adoptan

    Educación XX1: Revista de la Facultad de Educación, Vol. 28, Núm. 2, pp. 69-121

  10. Universos narrativos en entornos digitales

    Aula Magna Proyecto clave McGraw Hill

2024

  1. Aportaciones narrativas lúdicas aumentadas según la opinión de futuros docentes

    Nuevos ecosistemas de aprendizaje: Innovaciones y experiencias educativas (Octaedro), pp. 33-46

  2. Communicative competence in students with ASD: Interaction and immersion in a Gamified Augmented Environment

    Education and Information Technologies, Vol. 29, Núm. 11, pp. 13175-13199

  3. Competencia comunicativa oral del alumnado de Educación Infantil plasmada en sus narraciones orales elaboradas con una app

    Revista signos: estudios de lingüística, Vol. 57, Núm. 115, pp. 426-447

  4. Desafíos de la Inteligencia Artificial : propuesta formativa para detectar Fake News en redes sociales

    Caminhos e Espaços Onlife. XIII Conferência Internacional de Tecnologias de Informação e Comunicação na Educação

  5. Design of immersive gamified ecosystems acceptance of the methodology and predictors of future implementation

    Navigating Innovative Technologies and Intelligent Systems in Modern Education (IGI Global), pp. 25-51

  6. Forming networks between rural schools and their local areas: shared projects and their impact in the Asturian context

    Theory & Practice in Rural Education, Vol. 14, Núm. 1, pp. 156-182

  7. Improved socio-emotional skills in students with autism spectrum disorder (ASD) following an intervention supported by an augmented gamified environment

    International Journal of Child-Computer Interaction, Vol. 42

  8. Incremento de las habilidades socio-emocionales de alumnado con TEA tras una intervención apoyada en un Entorno Gamificado Aumentado

    Revista de Educación Inclusiva, Vol. 17, Núm. 1, pp. 31-52

  9. Percepción del alumnado y profesorado de Educación Infantil tras implementar una narrativa gamificada con Realidad Aumentada

    Caminhos e Espaços Onlife. XIII Conferência Internacional de Tecnologias de Informação e Comunicação na Educação

  10. Robotics and computational language in the school setting: a review of research

    Intelligent Educational Robots (De Gruyter), pp. 59-84