The use of educational technologies allows on the one hand a greater personalization of learning and on the other hand offers a diversification of the contents to be presented. The literature has highlighted the value of the use of storytelling in the context of educational communication and thus…
Agenda 2030 sets out goals that refer directly to the world of education: "Providing quality, equitable and inclusive education and learning opportunities for all" (ONU, 2015, p. 14). The need for equitable and inclusive education is, in fact, a fundamental prerequisite for the improvement of people…
Orienting secondary school students to an informed choice of university path is one of the university's missions. The orientation actions involve different levels of detail: from informative/dissemination to more active activities. This contribution presents an effort to orient high school students…
Educational gamification, which consists in using game elements to influence learning-related behaviours and attitudes, with the ultimate aim of fostering the formation of positive learning habits, has become increasingly applied in recent years. There are many game elements and mechanics to be used…