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1. Developing and Assessing Computational Thinking in Secondary Education Using a TPACK Guided Scratch Visual Execution Environment

2. Coding in Early Years Education: Which Factors Influence the Skills of Sequencing and Plotting a Route, and to What Extent?

5. Mobile Learning to Support Computational Thinking in Initial Teacher Education: A Case Study

6. Fostering computational thinking with simulated 3D robots in secondary education.

7. Computational Thinking Measurement of CS University Students.

10. What Happens When Gamification Ends?

11. Analysis of Gamification Elements. A Case Study in a Computer Science Course

15. How Gamification Impacts on Vocational Training Students

17. Recursion Removal as an Instructional Method to Enhance the Understanding of Recursion Tracing

18. A Review of International Models of Computer Science Teacher Education

19. Videojuego educativo para la enseñanza transversal de las Ciencias de la Naturaleza y Matemáticas con programación por bloques.

21. Improving Students Learning Programming Skills with ProGames – Programming through Games System

22. Web Accessibility in Africa: A Study of Three African Domains

23. Models for Computer Science Teacher Preparation

24. Models for Computer Science Teacher Preparation: Developing Teacher Knowledge

26. A case study investigating an appropriate age and plugged or unplugged approach for programming at primary school

27. Analysis of the implementation of a framework for teachers’ digital competence in preservice teacher training.

28. Coding in early years education: which factors influence the skills of sequencing and plotting a route, and to what extent?

31. Merlin-Know, Profesor Virtual para el guiado del aprendizaje en Moodle en TIC en la Educación

32. Enseñanza de las Matemáticas a través del Uso de Scratch (Transversalidad STEM).

33. Videojuego Educativo "L.U.C.A." para la Enseñanza de la Evolución de las Especies.

34. ApS como metodología de transferencia de aprendizaje en TIC de la universidad a centros escolares

43. Brecha en la vocación de los estudiantes por profesiones STEM y el mercado laboral europeo.

45. Experiencia de juegos serios en el aula de formación profesional

46. Un análisis de la situación sobre el estado de la enseñanza de la Programación en Primaria y su didáctica

47. Creación de un videojuego educativo sobre células para la enseñanza de la programación.

49. Mobile Learning to Support Computational Thinking in Initial Teacher Education: A Case Study

50. LITE (Laboratory of Information Technologies in Education), URJC.

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