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What is Amphora

Advancing STEM Education and Innovation in a Time of Distance Learning
A two-handled jar with narrow neck used by the ancient Greeks and Romans to carry wine or oil. In QUAERO amphorae represent the achievements of the players.
Published in Chapter:
Mobile Gamification to Integrate Face-to-Face and Virtual Students: Synchronous and Asynchronous
Felix Hernando-Mansilla (Universidad CEU San Pablo, Spain), Federico de Isidro Gordejuela (Universidad CEU San Pablo, Spain), and Mª Isabel Castilla Heredia (Universidad CEU San Pablo, Spain)
DOI: 10.4018/978-1-6684-5053-6.ch008
Abstract
This chapter shows the proposal of a team of professors from the Universidad San Pablo-CEU to facilitate the active participation of all students regardless of their type of attendance at classes (face-to-face, virtual synchronous, and virtual asynchronous). The proposal consists of an educational game of questions and answers that has been designed. The students create the game questions themselves and upload them via a web application at any time and from anywhere in the world. The games are developed in the class sessions, and the students, distributed in mixed face-to-face and virtual teams, participate together through their mobile phones. The initiative was enthusiastically embraced by the students, who showed involvement, great interest, and significantly improved their level of comprehension and academic success.
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