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<title>Artículos LogIT</title>
<link>https://hdl.handle.net/10259/5373</link>
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<pubDate>Sat, 18 Apr 2026 00:34:57 GMT</pubDate>
<dc:date>2026-04-18T00:34:57Z</dc:date>
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<title>The use of Escape Room as an alternative teaching strategy for sustainable mobility</title>
<link>https://hdl.handle.net/10259/10216</link>
<description>The use of Escape Room as an alternative teaching strategy for sustainable mobility
Sipone, Silvia; Rodríguez Gutiérrez, Andrés; Moura Berodia, José Luis; Rojo Arce, Marta
Gamification and Escape Rooms (ER) are becoming useful tools to encourage attitudinal and behavioural changes and increase learning. In the field of sustainable mobility their use is not widespread and is, in most cases, related to digital games and mobile applications aimed largely at an adult audience. In this study, we explore the potential of this tool to encourage the learning of sustainable mobility concepts in children between the ages of 10 and 13. The experience created, through the resolution of tests and puzzles, has led the 105 students involved to experience, in a playful environment, the formation and learning of sustainable mobility concepts. To measure learning, a pre- and post-experience questionnaire has been provided and the results have been classified with some characteristics of the students such as gender and mobility habits. The analysis of the questionnaire data using multinomial logit models has allowed us to determine which variables affect the probability of answering correctly before and after the experience. In the results obtained we can observe that gender, bicycle use, public transport or the presence of many cars in the family are relevant variables when it comes to having knowledge about mobility issues and that the ER experience has favored a change, although minimal, in the acquisition of sustainable mobility concepts.
Comunicación presentada en: 25th Euro Working Group on Transportation Meeting (EWGT) 2023, durante los días 6-8 de septiembre en Santander (Cantabria)
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<pubDate>Thu, 01 Feb 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">https://hdl.handle.net/10259/10216</guid>
<dc:date>2024-02-01T00:00:00Z</dc:date>
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<title>Gamification and player type: Relationships of the HEXAD model with the learning experience</title>
<link>https://hdl.handle.net/10259/10215</link>
<description>Gamification and player type: Relationships of the HEXAD model with the learning experience
Sipone, Silvia; Abella García, Víctor; Rojo Arce, Marta; Moura Berodia, José Luis
Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users’ experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility.&#13;
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The study investigates the relationship between player profiles, as defined by the Hexad scale, and the use of the ClassCraft platform for learning sustainable mobility concepts. The Hexad scale serves as an instrument to analyse the various motivations exhibited by each student when interacting with the gamified application. Specifically, we examine the connection between player profiles, learning levels, the components of the ClassCraft platform, and the impact of gender on this relationship.&#13;
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An experiment was conducted with 75 fifth-grade primary school students (aged 10–12) who used the ClassCraft platform. Several linear regression models correlated various variables with the player profiles included in the Hexad scale.&#13;
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The results indicate a relationship between player profiles and the variables considered: final score on the platform, number of activities completed, number of connections made, player level achieved, student satisfaction level, and learning levels. Additionally, the high percentage of socialiser profiles found among the students is perfectly in line with some of the intrinsic characteristics of the ClassCraft platform.
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<pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">https://hdl.handle.net/10259/10215</guid>
<dc:date>2025-01-01T00:00:00Z</dc:date>
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<title>Analysis of factors influencing the acquisition of sustainable mobility through immersive experience in primary school children</title>
<link>https://hdl.handle.net/10259/10214</link>
<description>Analysis of factors influencing the acquisition of sustainable mobility through immersive experience in primary school children
Sipone, Silvia; Rodríguez Gutiérrez, Andrés; Moura Berodia, José Luis; Rojo Arce, Marta
Gamification and Escape Rooms (ER) have emerged as effective tools for fostering attitudinal and behavioural shifts and enhancing learning. While their application in sustainable mobility remains limited, it is predominantly associated with digital games and mobile applications tailored towards an adult audience. This study explores the potential of these tools in cultivating an understanding of sustainable mobility principles among children aged 10 to 13. Through an immersive experience involving problem-solving and puzzles, 174 participating students were immersed in a playful setting conductive to assimilating knowledge about sustainable mobility. Pre- and post-experience questionnaires were administered to assess the extent of learning, and their results were categorised based on student characteristics, such as gender and mobility patterns. Using multinomial logit models to analyse the questionnaire data helped identify variables that affect the likelihood of giving correct answers before and after the experience. The results indicate that gender, bicycle usage, dependence on public transportation, and the number of cars in the household significantly impact awareness of mobility issues. Moreover, the ER experience has been found to cause a small yet noticeable change in understanding sustainable mobility concepts.
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<pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">https://hdl.handle.net/10259/10214</guid>
<dc:date>2025-01-01T00:00:00Z</dc:date>
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<title>Changes in Safety Performance on Single-Carriageway Roads After Installation of Additional Lighting at Pedestrian Crossing</title>
<link>https://hdl.handle.net/10259/10144</link>
<description>Changes in Safety Performance on Single-Carriageway Roads After Installation of Additional Lighting at Pedestrian Crossing
Ziolkowski, Robert; Pérez Acebo, Heriberto; Gonzalo Orden, Hernán; Linares Unamunzaga, Alaitz
Pedestrian safety is a critical concern worldwide, as pedestrians account for nearly a quarter of all road crash deaths. In Poland, in the last decade, the number of pedestrians killed in road accidents varied from 25 to 30% of all road accident victims each year. A similar tendency is observed in EU countries, but the average number of pedestrian fatalities is lower and amounts to 20%. Numerous activities have been undertaken to improve the safety of vulnerable road users. Land planning plays a crucial role in enhancing pedestrian safety. Effective land-use planning can mitigate risks by integrating pedestrian-friendly infrastructure into urban design. Numerous measures have been implemented to improve the safety of vulnerable road users, including education campaigns, speed reduction measures, and infrastructure enhancements. One of the latest initiatives involves enhancing the visibility of pedestrian crossings through the installation of additional lighting systems. In order to assess the effects of the undertaken activities, a number of zebra crossings with and without additional luminance were investigated. Crash data gained from police statistics, along with the calculated crash rates (CRs), were utilized to evaluate changes in safety performance at selected crosswalks. For this purpose, a „before–after” method was applied. Importantly, the research results did not show a clear impact of additional lighting on reducing the number of road crashes and they highlight that other factors, including the geometric characteristics of crossings and their location and proximity to land uses generating significant pedestrian traffic, significantly influence crash rates.
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<pubDate>Sun, 01 Dec 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">https://hdl.handle.net/10259/10144</guid>
<dc:date>2024-12-01T00:00:00Z</dc:date>
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