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Improving computational skills and curriculum of vocational training students. case study: technological behaviour of pharmacy students in a digital marketing course.

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GAME4CITY. Gamification for Citizens Through the Use of Virtual Reality Made Available to the Masses. Viability Study in Two Public Events., , , , , , and . HCI (26), volume 12206 of Lecture Notes in Computer Science, page 315-332. Springer, (2020)Combining BIM systems and Video-Games engines in Educational Ephemeral Urban and Architectural Proposals., , , , , , , , and . TEEM, page 283-290. ACM, (2020)Mobile Visualization of Architectural Projects: Quality and Emotional Evaluation Based on User Experience., , , , and . DICTAP (1), volume 166 of Communications in Computer and Information Science, page 407-416. Springer, (2011)Academic performance assessment using Augmented Reality in engineering degree course., , , and . FIE, page 1-7. IEEE Computer Society, (2014)Make World, A Collaborative Platform to Develop Computational Thinking and STEAM., , , , , and . HCI (26), volume 10296 of Lecture Notes in Computer Science, page 50-59. Springer, (2017)Innovation in Urban Design Education., , , , , , and . TEEM, page 729-736. ACM, (2018)Construction Processes Using Mobile Augmented Reality: A Study Case in Building Engineering Degree., , , and . WorldCIST, volume 206 of Advances in Intelligent Systems and Computing, page 1053-1062. Springer, (2013)Simulated Environments in Architecture Education. Improving the Student Motivation., , , , , and . WorldCIST (3), volume 571 of Advances in Intelligent Systems and Computing, page 235-243. Springer, (2017)Educational qualitative assessment of augmented reality models and digital sketching applied to urban planning., , , , , , and . TEEM, page 447-454. ACM, (2014)Augmented reality uses in educational research projects: the "Falcones Project", a case study applying technology in the Humanities framework at high school level., , and . TEEM, page 411-415. ACM, (2013)