Magali Denoni
Biographic Data
| ID | 9837448 |
|---|---|
| NAME | Magali Denoni |
| GIVEN NAMES | Magali |
| FAMILY NAME | Denoni |
| SIGNATURE | DENONI M |
| AFFILIATIONS | Universidad de Zaragoza |
| ORCID | 0000-0001-9650-4745 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2025 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Deep Learning in Spanish University Students
University students use the Internet regularly for study, socialising, and entertainment; moreover, in adolescents and young adults, Internet use increases with age. More than ever before, the wide availability of online information requires critical thinking coupled with skills for evaluating online information, such as verifying the reliability of information and netiquette. These competencies might influence deep learning; however, few studies…
Challenges of Innovation Through Gamification in the Classroom
The demands of modern society regarding academic training have placed the focus of education on active methodologies. Their proven success also presents challenges for the innovation they entail. In this regard, methodological strategies such as gamification are currently focusing their analyses on design to ensure the effectiveness of their outcomes. With this in mind, we aim to analyse a gamification experience in higher education from the pers…
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Deep Learning in Spanish University Students
University students use the Internet regularly for study, socialising, and entertainment; moreover, in adolescents and young adults, Internet use increases with age. More than ever before, the wide availability of online information requires critical thinking coupled with skills for evaluating online information, such as verifying the reliability of information and netiquette. These competencies might influence deep learning; however, few studies…
Challenges of Innovation Through Gamification in the Classroom
The demands of modern society regarding academic training have placed the focus of education on active methodologies. Their proven success also presents challenges for the innovation they entail. In this regard, methodological strategies such as gamification are currently focusing their analyses on design to ensure the effectiveness of their outcomes. With this in mind, we aim to analyse a gamification experience in higher education from the pers…
Critical thinking (1 work) · Deep learning (1 work) · Digital Literacy (1 work) · Digital literacy in education (1 work) · E-Learning and Knowledge Management (1 work) · Educational Games and Gamification (1 work) · Educational Innovations and Technology (1 work) · Focus group (1 work) · Higher education (1 work) · Information literacy (1 work)