Issue 3/2019
Special Issue: Interactive and Collaborative Technological Ecosystems for Improving Academic Motivation and Engagement
Content (20 Articles)
Interactive and collaborative technological ecosystems for improving academic motivation and engagement
David Fonseca, Francisco José García-Peñalvo
Design and evaluation of a graphical user interface for facilitating expert knowledge transfer: a teleoperation case study
F. J. Rodríguez-Sedano, M. A. Conde, P. Ponsa, L. M. Muñoz, C. Fernández-Llamas
Analyzing the usability of the WYRED Platform with undergraduate students to improve its features
Francisco J. García-Peñalvo, Andrea Vázquez-Ingelmo, Alicia García-Holgado, Antonio M. Seoane-Pardo
Modelling an interplay of adoption determinants with respect to social Web applications used in massive online open courses
Tihomir Orehovački, Darko Etinger, Snježana Babić
Game for aNy heuristic evaluation (G4NHE): a generalization of the G4H gamification considering different sets of usability heuristics
José Cezar de Souza Filho, Ingrid Teixeira Monteiro, Paulyne Matthews Jucá
Methodology I’M IN applied to workshop: successful educational practice for consultants in user experience with gamification fields
Eva Villegas, Emiliano Labrador, David Fonseca, Sara Fernández-Guinea
Improving student engagement in a biometric classroom: the contribution of gamification
Ivan Milenković, Uroš Šošević, Dejan Simić, Miroslav Minović, Miloš Milovanović
Understanding student behavior and perceptions toward earning badges in a gamified MOOC
Alejandro Ortega-Arranz, Erkan Er, Alejandra Martínez-Monés, Miguel L. Bote-Lorenzo, Juan I. Asensio-Pérez, Juan A. Muñoz-Cristóbal
Beyond engagement: an EEG-based methodology for assessing user’s confusion in an educational game
Yun Zhou, Tao Xu, Shaoqi Li, Ruifeng Shi
A guide for making video games accessible to users with cerebral palsy
Patricia Compañ-Rosique, Rafael Molina-Carmona, Francisco Gallego-Durán, Rosana Satorre-Cuerda, Carlos Villagrá-Arnedo, Faraón Llorens-Largo
Engagement in the course of programming in higher education through the use of gamification
Arturo Rojas-López, Elvira G. Rincón-Flores, Juanjo Mena, Francisco José García-Peñalvo, María Soledad Ramírez-Montoya
Agile development of multiplatform educational video games using a Domain-Specific Language
Cristian González García, Edward Rolando Núñez-Valdez, Pablo Moreno-Ger, Rubén González Crespo, B. Cristina Pelayo G-Bustelo, Juan Manuel Cueva Lovelle
ECLECTIC as a learning ecosystem for higher education disruption
Fernando Moreira, Maria João Ferreira, Carla Santos Pereira, Alex Sandro Gomes, Cesar Collazos, David Fonseca Escudero
Using multimodal learning analytics to study collaboration on discussion groups
Fabian Riquelme, Roberto Munoz, Roberto Mac Lean, Rodolfo Villarroel, Thiago S. Barcelos, Victor Hugo C. de Albuquerque
Technological ecosystems and ontologies for an educational model based on Web 3.0
María Luisa Sein-Echaluce, Ángel Fidalgo-Blanco, Javier Esteban-Escaño
Extending UTAUT2 toward acceptance of mobile learning in the context of higher education
Aijaz Ahmed Arain, Zahid Hussain, Wajid H. Rizvi, Muhammad Saleem Vighio
Teachers as designers of formative e-rubrics: a case study on the introduction and validation of go/no-go criteria
Pedro Company, Jeffrey Otey, María-Jesús Agost, Manuel Contero, Jorge D. Camba
The educative model is changing: toward a student participative learning framework 3.0—editing Wikipedia in the higher education
María Pilar Mareca, Borja Bordel
Accessible software development: a conceptual model proposal
João Sousa e Silva, Ramiro Gonçalves, Frederico Branco, António Pereira, Manuel Au-Yong-Oliveira, José Martins