RAFAEL MOLINA CARMONA-rekin lankidetzan egindako argitalpenak (41)

2023

  1. Decoding Student Error in Programming: An Iterative Approach to Understanding Mental Models

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

2022

  1. Multisubject PBL: Implementing, Maintaining and Evolving Through 15 Years

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

2021

  1. A low-level approach to improve programming learning

    Universal Access in the Information Society, Vol. 20, Núm. 3, pp. 479-493

2020

  1. Impact of Constant Work on the Students’ Academic Performance

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

  2. Time-dependent performance prediction system for early insight in learning trends

    IJIMAI, Vol. 6, Núm. 2, pp. 112-124

2019

  1. A guide for game-design-based gamification

    Informatics, Vol. 6, Núm. 4

  2. A guide for making video games accessible to users with cerebral palsy

    Universal Access in the Information Society, Vol. 18, Núm. 3, pp. 565-581

  3. Effects of Teaching Methodology on the Students’ Academic Performance in an Introductory Course of Programming

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

2018

  1. Metrics for estimating validity, reliability and bias in peer assessment

    The International journal of engineering education, Vol. 34, Núm. 3, pp. 968-980

2017

  1. Improving the expressiveness of black-box models for predicting student performance

    Computers in Human Behavior, Vol. 72, pp. 621-631

  2. Objetivando el proceso de revisión de JENUI

    Actas de las Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI), Núm. 2

  3. Training socially responsible engineers by developing accessible video games

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

2016

  1. Algunas claves para el diseño de asignaturas en modalidad semipresencial

    ReVisión, Vol. 9, Núm. 3

  2. Diseñando y rediseñando asignaturas para su adaptación a la modalidad semipresencial

    Actas de las Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI), Núm. 1

  3. Docencia semipresencial en el Máster en Ingeniería Informática

    Innovaciones metodológicas en docencia universitaria: resultados de investigación (Instituto de Ciencias de la Educación), pp. 459-474

  4. Gamification of the Learning Process: Lessons Learned

    Revista Iberoamericana de Tecnologias del Aprendizaje, Vol. 11, Núm. 4, pp. 227-234

  5. Leveraging information for high level-of-Abstraction organizational processes

    International Journal of Design and Nature and Ecodynamics, Vol. 11, Núm. 3, pp. 416-427

  6. LudifyME: An Adaptive Learning Model Based on Gamification

    Formative Assessment, Learning Data Analytics and Gamification: In ICT Education (Elsevier Inc.), pp. 245-269

  7. Performance measures for peer assessment

    ACM International Conference Proceeding Series

  8. Performance measures for peer assessment

    Proceedings, TEEM '16