Enrique Carmona Medeiro
Biographic Data
| ID | 8361288 |
|---|---|
| NAME | Enrique Carmona Medeiro |
| GIVEN NAMES | Enrique Carmona |
| FAMILY NAME | Medeiro |
| SIGNATURE | MEDEIRO E C |
| AFFILIATIONS | Universidad de Cádiz |
| ORCID | 0000-0003-1172-3389 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Students’ Difficulties with Problem Posing in Early Childhood Education
This study focuses on exploring students’ emerging difficulties during a problem posing task in an early childhood education classroom (4–5 years old). Through a single case study, and by considering the problems posed as an indicator of the students’ mathematical performance level, the difficulties inherent in the process of posing problems based on a given situation are characterised. The results reveal the existence of difficulties both in the…
Connect the dots
Video games, although not originally designed for educational purposes, have the potential to serve as a significant tool in creating an efficient and motivating learning environment that facilitates the acquisition of mathematical concepts or notions. This study aims to examine the responses provided by students ( n = 100) majoring in Early Childhood Education to the video game “Connect the dots” concerning the opportunities it offers. These opp…
Preface for the Special Issue “Trends in Educational Gamification
Readers of the journal Education Sciences probably agree that playing games comes naturally—we all know how to play some game—however, because of the complexity of gaming, it is almost exclusively limited to mammals with regard to all animals: almost 80% of mammals use some sort of game for learning [...]
No prominent works on this page.
Preface for the Special Issue “Trends in Educational Gamification
Readers of the journal Education Sciences probably agree that playing games comes naturally—we all know how to play some game—however, because of the complexity of gaming, it is almost exclusively limited to mammals with regard to all animals: almost 80% of mammals use some sort of game for learning [...]
Connect the dots
Video games, although not originally designed for educational purposes, have the potential to serve as a significant tool in creating an efficient and motivating learning environment that facilitates the acquisition of mathematical concepts or notions. This study aims to examine the responses provided by students ( n = 100) majoring in Early Childhood Education to the video game “Connect the dots” concerning the opportunities it offers. These opp…
Students’ Difficulties with Problem Posing in Early Childhood Education
This study focuses on exploring students’ emerging difficulties during a problem posing task in an early childhood education classroom (4–5 years old). Through a single case study, and by considering the problems posed as an indicator of the students’ mathematical performance level, the difficulties inherent in the process of posing problems based on a given situation are characterised. The results reveal the existence of difficulties both in the…
Computer Science (3 works) · Educational Games and Gamification (3 works) · Mathematics education (3 works) · Psychology (3 works) · Early childhood education (2 works) · Multimedia (2 works) · Pedagogy (2 works) · Teaching and Learning Programming (2 works) · Cognitive science (1 work) · Digital Games and Media (1 work)