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    كتاب

    المؤلفون: Romero Rodríguez, Laura

    وصف الملف: application/pdf

    العلاقة: Adobe pdf; Romero Rodríguez, L. (2023). Evaluación del impacto de un juego serio sobre la mejora del desempeño académico y el aprendizaje fuera del aula. En D. Jiménez-Sánchez (Coord.), Buenas Prácticas de Innovación Docente en el Espacio Europeo de Educación Superior (vol. X) (pp. 41-53). Ediciones de la Universidad San Jorge. https://doi.org/10.54391/123456789/921Test; https://repositorio.usj.es/handle/123456789/921Test; 41; 53

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    دورية أكاديمية

    المؤلفون: Ramírez Cañas, Alejandro

    المصدر: Cuaderno activa; Vol. 14 No. 1 (2022): Volumen 14 ; Cuaderno activa; Vol. 14 Núm. 1 (2022): Volumen 14 ; 2619-5232 ; 2027-8101

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Khatoony, «An Innovative Teaching with Serious Games through Virtual Reality Assisted Language Learning,» 2021. [En línea]. Available: doi:10.1109/ISGS49501.2019.9047018.; C. Dowd, «Creative Agents and Triggers (CAT) Game Design Method: For Crisis Communication,» 2019. [En línea]. Available: doi:10.1109/VS-GAMES.2009.30.; M. Oliveri, J. B. Hauge, F. Bellotti, R. Berta y A. D. Gloria, «Designing an IoT-focused, Multiplayer Serious Game for Industry 4.0 Innovation,» 2019. [En línea]. Available: doi:10.1109/ICE.2019.8792680.; R. P. D. Lope, N. Medina-Medina, R. M. Soldado, A. M. García y F. L. Gutiérrez-Vela, «Designing educational games: key elements and,» 2017. [En línea]. Available: doi:10.1109/VS-GAMES.2017.8055812.; M. Mustika, M. L. Sari, C. Kao y J. Heh, «Digital BINGO Game as a Dynamic Assessment in a Reading Instruction for Learning Indonesian as a Foreign Language,» 2014. [En línea]. Available: doi:10.1109/ICALT.2014.233.; Y. Yeh, H. Hung y Y. Hsu, «Digital Game-Based Learning for Improving Students’ Academic Achievement, Learning Motivation, and Willingness to Communicate in an English Course,» 2017. [En línea]. Available: doi:10.1109/IIAI-AAI.2017.40.; S. Tang y M. Hanneghan, «Fusing Games Technology and Pedagogy for Game Based Learning,» 2011. [En línea]. Available: doi:10.1109/CHUSER.2011.6163756.; Y. Luo y P. Szolovits, «Implementing a portable clinical NLP system with a common data model: a Lisp perspective,» 24 01 2019. [En línea]. Available: https://ieeexplore.ieee.org/abstract/document/8621521Test.; E. Cambria y B. White, «Jumping NLP Curves: A Review of Natural Language Processing Research,» 10 04 2014. [En línea]. Available: https://ieeexplore.ieee.org/abstract/document/6786458Test.; E. M. Jiménez-Hernández, H. Oktaba, M. Piattini, F. F. Díaz-Barriga, A. M. Revillagigedo-Tulais y S. V. Flores-Zarco, «Methodology to construct educational video games in software,» 2016. [En línea]. Available: doi:10.1109/CONISOFT.2016.25.; A. D. D. Souza y J. M. R. a. L. E. D. S. R. R. Duarte Seabra, «SCRUMI: A Board Serious Virtual Game for Teaching the SCRUM Framework,» 2017. [En línea]. Available: doi:10.1109/ICSE-C.2017.124.; H. Iida, «Serious Games Discover Game Refinement Measure,» 2017. [En línea]. Available: doi:10.1109/ICECOS.2017.8167112.; K. Borna y H. M. Rad, «Serious Games in Computer Science Learning,» 2018. [En línea]. Available: doi:10.1109/DGRC.2018.8712030.; K. M. L. Cooper y C. S. Longstreet, «Towards Model-driven Game Engineering for Serious Educational Games: Tailored Use Cases for Game Requirements,» 2012. [En línea]. Available: doi:10.1109/CGames.2012.6314577.; A. Jain, G. Kulkarni y V. Shah, «Natural Language Processing,» 31 01 2018. [En línea]. Available: https://www.researchgate.net/profile/Vraj_Shah6/publication/325772303_Natural_Language_Processing/links/5dc054764585151435e748da/Natural-Language-Processing.pdfTest.; J. Harris, «Responding to the critics: Implementation of TBLT in Japan,» Indonesian Journal of Applied Linguistics, pp. 8(1), pp. 139-148. , 2018.; P. Rohan, J. Arkin, N. Roy y T. M. Howard, «Efficient Grounding of Abstract Spatial Concepts for Natural Language Interaction with Robot Manipulators,» 2016. [En línea]. Available: https://dspace.mit.edu/handle/1721.1/116438Test.; Y. Luo, O. Uzuner y P. Szolovits, «Bridging semantics and syntax with graph algorithms —state-of-the-art of extracting biomedical relations,» Briefings in Bioinformatics , pp. 18,1 - 160-178, 2017.; B. McCann, J. Bradbury, C. Xiong y R. Socher, «Learned in Translation: Contextualized Word Vectors,» 2017. [En línea]. Available: http://papers.nips.cc/paper/7209-learned-in-translation-contextualized-word-vectorsTest.; M. Swan, «Legislation by Hypothesis: The Case of Task-Based Instruction,» 01 09 2005. [En línea]. Available: https://academic.oup.com/applij/article-abstract/26/3/376/181397?redirectedFrom=fulltextTest.; J. Harmer, The Practice of English Language Teaching, New York, USA: Longman, 2001.; S. Jones, C. Fox, S. Gillam y R. Gillam, «An exploration of automated narrative analysis via machine learning,» 31 10 2019. [En línea]. Available: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0224634Test.; R. Ellis, «Taking the Critics to Task: The case for Task-Based Teaching,» Proceedings of the Sixth CLS International Conference clasic 2014, pp. 103-117, 2014.; D. Correa, J. Usma y J. C. Montoya, «El Programa Nacional de Bilingüismo: Un Estudio Exploratorio en el Departamento de Antioquia, Colombia.,» Ikala: Revista de lenguaje y cultura, pp. 19(1), p. 101-116., 01 2014.; R. Prieto, B. Nuria, Medina-Medina, P. Paderewski-Rodríguez y F. L. Vela, «Design methodology for educational games based on interactive screenplays,» 2015. [En línea].; L. Vilkaitė, «Formulaic language is not all the same: comparing the frequency of idiomatic phrases, collocations, lexical bundles, and phrasal verbs,» 01 2016. [En línea]. Available: https://www.researchgate.net/publication/291691467Test .; W. L. Johnson, H. Vilhjalmsso y S. Marsella, «Serious Games for Language Learning:,» 18 07 2005. [En línea]. Available: https://www.researchgate.net/publication/221297686_Serious_Games_for_Language_Learning_How_Much_Game_How_Much_AITest. [Último acceso: 21 04 2021].; J. Tomala-Gonzales, J. Guaman, E. Guaman-Quinche, W. Chamba Zaragocín y S. Mendoza-Betancourt, «Serious Games: Review of methodologies and Games engines for their development,» 2020. [En línea]. Available: https://www.researchgate.net/publication/342966699_Serious_Games_Review_of_methodologies_and_Games_engines_for_their_developmentTest.; M. H. Daller y W. Iain, «Vocabulary and the Learning Curve,» 01 2013. [En línea]. Available: https://www.researchgate.net/publication/270883671Test .; Y. Yui, «Embedded Internet of Things Applications of SQLite Based on WinCE Mobile Terminal,» 01 07 2020. [En línea]. Available: https://doi.org/10.21203/rs.3.rs-37411/v1Test.; M. Rodriguez-Bonces y J. Rodríguez-Bonces, «Task-Based Language Learning: Old Approach, New Style. A New Lesson to Learn,» 20 07 2010. [En línea]. Available: http://www.scielo.org.co/scielo.php?script=sci_arttext&pid=S1657-07902010000200011Test.; M. A. K. Halliday, «Towards a language-based theory of learning,» Linguistics and Education, p. 5 (2):93–116, 1993.; M. B. Carvalho, F. Bellotti, R. D. G. A. Berta, C. Islas Sedano y J. H. J. R. M. Baalsrud, «An activity theory-based model for serious games analysis,» 2015. [En línea]. Available: https://www.sciencedirect.com/science/article/abs/pii/S0360131515001050Test. [Último acceso: 29 04 2021].; E. R. Murzina y A. R. Baranova, «Natural Language Processing,» Science without Borders, pp. 7, 75-80, 2017.; Z. Mukanova, D. Berg, M. Kit, E. Berg y A. Medvedev, «Analysis of the learning curve in a foreign language study: The methods development,» 10 12 2019. [En línea]. Available: https://tdea.basesdedatosezproxy.com:2097/record/display.uri?eid=2-s2.0-85076767321&origin=resultslist&sort=plfTest- f&src=s&st1=Analysis+of+the+learning+curve+in+a+foreign+language+study%3a+The+methods+development&st2=&sid=8010a4b28fec50808f5737e2d74345ce&sot.; M. Veljkovic Michos, «Gamification in Foreign Language Teaching: Do You Kahoot?,» 2017. [En línea]. Available: http://portal.sinteza.singidunum.ac.rs/paper/567Test.; C. Chang, L. Shih y C. K. Chang, «A mobile instructional pervasive game method for language learning,» 20 10 2016. [En línea]. Available: https://link.springer.com/article/10.1007/s10209-016-0496-6Test.; S. 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    المصدر: index.comunicación; Vol. 11 No. 2 (2021): Game Studies, Next Level? Methodological Innovations, Thematic Proposals and Objects of Interest; 13-20 ; index.comunicación; Vol. 11 Núm. 2 (2021): Game Studies, Next Level? Innovaciones metodológicas, propuestas temáticas y objetos de interés; 13-20 ; index.comunicación; Vol. 11 N.º 2 (2021): Game Studies, Next Level? Inovações Metodológicas, Propostas Temáticas e Objectos de Interesse; 13-20 ; 2174-1859 ; 2444-3239 ; 10.33732/ixc/11/02

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