Please use this identifier to cite or link to this item: http://dspace.utpl.edu.ec/handle/123456789/18832
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dc.contributor.authorAgila Palacios, M.es_ES
dc.contributor.authorJara Roa, D.es_ES
dc.date.accessioned2017-06-16T22:02:27Z-
dc.date.available2016-01-26es_ES
dc.date.available2017-06-16T22:02:27Z-
dc.date.issued2016-04-27es_ES
dc.date.submitted27/04/2016es_ES
dc.identifier10.1109/ICEDEG.2016.7461717es_ES
dc.identifier.issn978-3-9075-8911-3es_ES
dc.identifier.other10.1109/ICEDEG.2016.7461717es_ES
dc.identifier.urihttp://dspace.utpl.edu.ec/handle/123456789/18832-
dc.description.abstractThis paper describes the experience of integration of gamification activities in a Mooc, starting from the techno-instructional Mooc design, making emphasis on technologies that support the model that is presented; to reach results on the level of interaction and student satisfaction. For this, a survey was conducted and analysis of data recorded in the Moodle 2.6 platform on which gamification plugins were integrated. The results show that gamification strategies applied, allow to increasing the percentage of approval, it usually takes the Moocs, reaching 39% compared to participants who started, and 95% compared to the active participants in the last week.es_ES
dc.languageIngléses_ES
dc.titleTechno-instructional application in a MOOC designed with gamification techniqueses_ES
dc.typeArticlees_ES
Appears in Collections:Artículos de revistas Científicas

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