Juan David Cano-Moreno
Biographic Data
| ID | 7169384 |
|---|---|
| NAME | Juan David Cano-Moreno |
| GIVEN NAMES | Juan David |
| FAMILY NAME | Cano-Moreno |
| SIGNATURE | CANO-MORENO J D |
| AFFILIATIONS | Universidad Politécnica de Madrid |
| ORCID | 0000-0002-4868-7927 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Enhancing divergent thinking in engineering students through gamification
Teaching and learning methodologies have recently been changing. The use of gamification techniques and game-based learning based on digital platforms has grown in recent years. However, physical board games are used much less than digital board games. Some authors justify the use of board games to improve divergent thinking. To catalyze this effect in design engineer students, we have developed a new board game based on the TRIZ10 creative appro…
A Reference in Research Ethics
Education in the ethics of research with human participants has now moved well beyond secluded seminars in graduate schools. For example, the National Institutes of Health now requires research ethics education for principal investigators and key personnel who receive extramural funding. Similarly, recipients of federal training grants in science must provide education in the responsible conduct of research for their trainees. Academic medical ce…
No prominent works on this page.
A Reference in Research Ethics
Education in the ethics of research with human participants has now moved well beyond secluded seminars in graduate schools. For example, the National Institutes of Health now requires research ethics education for principal investigators and key personnel who receive extramural funding. Similarly, recipients of federal training grants in science must provide education in the responsible conduct of research for their trainees. Academic medical ce…
Enhancing divergent thinking in engineering students through gamification
Teaching and learning methodologies have recently been changing. The use of gamification techniques and game-based learning based on digital platforms has grown in recent years. However, physical board games are used much less than digital board games. Some authors justify the use of board games to improve divergent thinking. To catalyze this effect in design engineer students, we have developed a new board game based on the TRIZ10 creative appro…
Biomedical and Engineering Education (1 work) · Brainstorming (1 work) · Contradiction (1 work) · Cooperative learning (1 work) · Creativity (1 work) · Educational Games and Gamification (1 work) · Educational technology (1 work) · Engineering (1 work) · Engineering education (1 work) · Engineering ethics (1 work)