Neural Networks and Rules-based Systems used to Find Rational and Scientific Correlations between being Here and Now with Afterlife Conditions
Neural Networks and Rules-based Systems used to Find Rational and
Article Fingerprint
ReserarchID
747R6
The game, in addition to a ludic activity, has didactic applications in different stages of the learning process of a subject. The game has components and pedagogic, cultural, social, emotional, and neurocognitive significances which position it as an educational resource of excellence when designing teaching strategies. The aim of this article was to describe the foundations of the gamification applied to teaching from the perspective of the cognitive neuroscience, with a focus in the recent developments which provide the studies of neuroimages and neurophysiology, and its utilization in the classroom environment.
Martin J. Mazzoglio y Nabar. 2018. \u201cGamification or Gaming Techniques Applied to Pedagogy Foundations of the Cognitive Neuroscience Applied to the Education\u201d. Global Journal of Human-Social Science - G: Linguistics & Education GJHSS-G Volume 18 (GJHSS Volume 18 Issue G2): .
Crossref Journal DOI 10.17406/GJHSS
Print ISSN 0975-587X
e-ISSN 2249-460X
The methods for personal identification and authentication are no exception.
Total Score: 103
Country: Argentina
Subject: Global Journal of Human-Social Science - G: Linguistics & Education
Authors: Martin J. Mazzoglio y Nabar, Ruben D. Algieri, Elba B. Tornese (PhD/Dr. count: 0)
View Count (all-time): 142
Total Views (Real + Logic): 3368
Total Downloads (simulated): 1567
Publish Date: 2018 03, Fri
Monthly Totals (Real + Logic):
Neural Networks and Rules-based Systems used to Find Rational and
A Comparative Study of the Effeect of Promotion on Employee
The Problem Managing Bicycling Mobility in Latin American Cities: Ciclovias
Impact of Capillarity-Induced Rising Damp on the Energy Performance of
The game, in addition to a ludic activity, has didactic applications in different stages of the learning process of a subject. The game has components and pedagogic, cultural, social, emotional, and neurocognitive significances which position it as an educational resource of excellence when designing teaching strategies. The aim of this article was to describe the foundations of the gamification applied to teaching from the perspective of the cognitive neuroscience, with a focus in the recent developments which provide the studies of neuroimages and neurophysiology, and its utilization in the classroom environment.
We are currently updating this article page for a better experience.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Ut elit tellus, luctus nec ullamcorper mattis, pulvinar dapibus leo.