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Vol. 16 No. 2 (2015)
Vol. 16 No. 2 (2015)
Published:
2015-07-01
DOI:
https://doi.org/10.14201/eks2015162
Monográfico completo
1-140
PDF (Español (España))
Index
Index
4-5
PDF (Español (España))
Editorial
How to improve the competences develoment in the e-learning? A practical experience in the strategic management subject
6-12
Francisco José García Peñalvo
PDF (Español (España))
Gamification
13-15
Francesc Josep Sánchez I Peris
PDF (Español (España))
Articles
Perceptions about the Integration of Two Pedagogical Models in the Teacher Training Programme: Simulation & Gaming and Flipped Classroom
16-30
María Laura Angelini, Amparo García-Carbonell
PDF (Español (España))
Digital games from teachers’ point of view. A didactic experience in Catalan Primary classrooms
31-48
José Luis Eguia-Gómez, Ruth Contreras-Espinosa, Lluis Solano-Albajes
PDF (Español (España))
We are European Citizens. Playing to learn to be european
49-68
Beatriz Legeren Lago, Maria Isabel Doval Ruiz
PDF (Español (España))
Video games and collaborative learning. Experiences related to Primary Education
69-89
Marta Martín Del Pozo
PDF (Español (España))
How to improve the competences develoment in the e-learning? A practical experience in the strategic management subject
90-108
Eva María Mora-Valentín, Marta Ortiz-de-urbina-criado
PDF (Español (España))
Effects of innovative teaching methods on students’ academic performance: An empirical study on financial accounting
109-128
Francisca Tejedo Romero, Carolina Pontones Rosa, Yolanda Ramírez Corcoles, Ángel Tejada Ponce
PDF
Serious games for digital tablets as an introduction to 3D modeling and printing
129-140
José Luis Saorin, Cecile Meier, Jorge De La Torre-Cantero, Dámari Melian-Diaz, David Rivero-Trujillo
PDF (Español (España))