Publications
Publications |
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![]() Usages créatifs du numérique pour l'apprentissage au XXIe siècle, sous la direction de Margarida Romero & AL (2017) Québec : Les Presses de l'Université du Québec, 186p. |
Romero, M., & Vallerand, V. (2016). Guide d’activités technocréatives pour les enfants du 21e siècle Livre en ligne du CRIRES, 34p. |
![]() Tafazoli, D., Romero, M. (2016). Multiculturalism and Technology-Enhanced Language Learning. Hershey : IGI Global, 339 p. |
Romero, M., Sawchuk, K., Blat, J., Sayago, S., Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Cross-Generational and Age-Oriented Topics, Advances in Game-Based Learning. New York : Springer, 150 p. |
![]() Romero M., Dumont L., Daniel S., Barma S., Ferrer M., Hénaire V. (2016). Jeux numériques et apprentissages. Montréal : Éditions JFD, 177 p. |
![]() Romero, M. (2016). Vibot le robot : apprendre le code un jeu d'enfant ! Québec : Les publications du du Québec, 24 p. |
![]() Lambropoulos, N., & Romero, M. (2015). 21st Century Lifelong Learning: Individual, Team and Social skills and competence-based methodologies. New York, USA : Nova Publishers. [ ![]() |
http://www.researchgate.net/profile/Margarida_ROMERO
Sélection de références
Romero, M., & Barma, S. (2015). Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum. International Journal of Serious Games, 2(1). Romero, M., Usart, M., & Ott, M. (2015). Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?. Games and Culture. doi:10.1177/1555412014548919 Romero, M. (2015). Apprendizagem pelo jogo : da gamificação das aprendizagens aos jogos sérios. Dans Santos-Ferreira, B. et al. (Eds.). Gamificação como estratégia educativa (pp. 63-75). Brasília : Link Comunicação e Design. http://goo.gl/ZhMo6s Capdeferro, N., Romero, M., & Barberà, E. (2014). Polychronicity: review of the literature and a new configuration for the study of this hidden dimension of online learning. Distance Education. doi:10.1080/01587919.2015.955249 Romero, M., & Usart, M. (2014). The Temporal Perspective in Higher Education Learners: Comparisons between Online and Onsite Learning. European Journal of Open, Distance and e-Learning, 17(1), 190-209. Usart, M., & Romero, M. (2014). Spanish Zimbardo Time Perspective Inventory construction and validity among Higher Education Students. Electronic Journal of Research in Educational Psychology. 12 (2). Romero, M., & Barma, S. (2014). Serious Games opportunities for the primary education curriculum in Quebec. Games and Learning Alliance Conference 2014,Bucharest, July 2-4 2014. Romero, M., & Barberà, E. (2014). Computer-Based Creative Collaboration in Online Learning. In New Horizons in Web Based Learning (pp. 330-336). Springer Berlin Heidelberg. Panadero, E., & Romero, M. (2014). To rubric or not to rubric? The effects of self-assessment on self-regulation, performance and self-efficacy. Assessment in Education: Principles, Policy & Practice, 21(2), 133-148. Usart, M., & Romero, M. (2014). Individual and collaborative Performance and Level of Certainty in MetaVals.International Journal of Serious Games, 1(1), 1-14. Earp, J., Ott, M., Popescu, M., Romero, M., & Usart, M. (2014). Supporting Human Capital development with Serious Games: An analysis of three experiences. Computers in Human Behavior, 30, 715-720. Romero, M. (2014). Flexibilité dans les activités collaboratives médiatisées à distance. Tutorales, 13, 54-57. Riedel, J. C. K. H., Feng, Y., Azadegan, A., Romero, M., Usart, M., & Hauge, J. B. (2014). Measuring the Commercial Outcomes of Serious Games in Companies – A Review. In M. Ma, M. F. Oliveira, & J. B. Hauge (Eds.), Serious Games Development and Applications (pp. 176–191). Springer International Publishing. Retrieved from http://link.springer.com/chapter/10.1007/978-3-319-11623-5_15 Romero, M. (2013). Game Based Learning MOOC. Promoting Entrepreneurship Education. Elearning Papers, Special Edition MOOCs and Beyond, 33, 1-5. Panadero, E., Romero, M., & Strijbos, J. W. (2013). The impact of a rubric and friendship on peer assessment: Effects on construct validity, performance, and perceptions of fairness and comfort. Studies in Educational Evaluation, 39 (4), 195-203. Romero, M., & Barberà, E. (2013). Identificación de las dificultades de regulación del tiempo de los estudiantes universitarios en formación a distancia. RED, Revista de Educación a Distancia. Número 38. Julio de 2013. Popescu, M., Romero, M., & Usart, M. (2013). Serious Games for Serious Learning Using SG for Business, Management and Defence Education. International Journal of Computer Science Research and Application. 3(1), 5-15. Romero, M., & Usart, M. (2013). Time Factor in the Curriculum Integration of Game-Based Learning. In de Freitas, S., Ott, M., Popescu, M., & Stanescu, I. (Eds.) New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration. pp 248-266. IGI Global. Romero, M., & Medjahed, F. (2013). Individual and Collaborative Game Based Learning for English as a Foreign Language. In Tafazoli, D., & Chirimbu, S.C. (Eds.) Language &Technology: Computer Assisted Language Learning. pp 82-89. Khate Sefid Press. Mehrizi, M. H. R., & Romero, M. (2013, January). A multiple psychological perspective of individual unlearning. In Academy of Management Proceedings (Vol. 2013, No. 1, p. 13556). Romero, M., Hyvönen, P. & Barbera, E. (2012). Creativity in collaborative learning across the life span, Creative Education. 3(4), 422-429. Romero, M., Usart, M., Ott, M., Earp, J., de Freitas, S., & Arnab, S. (2012). Learning through playing for or against each other? Promoting collaborative learning in digital game based learning. 20th European Conference on Information Systems, June 10-13, ESADE, Barcelona. Capdeferro, N., & Romero, M. (2012). Are online learners frustrated with collaborative learning experiences?. The International Review Of Research In Open And Distance Learning, 13(2), 26-44. Romero, M., Usart, M., Popescu, M., & Boyle, E. (2012). Interdisciplinary an international adaption and personalization of the MetaVals Serious Games. Lecture Notes in Computer Science, 2012, Volume 7528/2012, 59-73, DOI: 10.1007/978-3-642-33687-4_5. Chávez, J., & Romero, M. (2012). Group Awareness, Learning, and Participation in Computer Supported Collaborative Learning (CSCL). In Procedia - Social and Behavioral Sciences Journal, Elsevier, Volume 46 (pp 3068–3073). Romero, M. (2012). The Use of the Collaboration Awareness Tool EUROCAT in Computer Supported Collaborative Learning. In Procedia - Social and Behavioral Sciences Journal, Elsevier, Volume 46 (pp 3046–3050). Romero, M. (2012). Learner Engagement in the use of Individual and Collaborative Serious Games. In Wankel, C., Blessinger, P. (Ed.). Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation (Cutting-edge Technologies in Higher Education, Volume 6), Emerald Group Publishing Limited, pp.15-34. 10.1108/S2044-9968(2012)000006C004 Romero, M. & Lambropoulos, N. (2011) Internal and External Regulation to Support Knowledge Construction and Convergence in CSCL. Electronic Journal of Research in Educational Psychology, 9(1), 309-330. Romero, M., & Barberà, E. (2011). Quality of e-learners’ time and learning performance beyond quantitative time-on-task. The International Review Of Research In Open And Distance Learning, 12(5), 122-135. Retrieved from http://www.irrodl.org/index.php/irrodl/article/view/999/1870 Lambropoulos, N., Romero, M., Kommers, P. (2011). Special Issue on Community-Based Innovation: Designing Shared Spaces for Collaborative Creativity, International Journal of Web Based Communities, 7(4). Romero, M. (2011). Supporting Collaborative Game Based Learning knowledge construction through the use of Knowledge Group Awareness. NoE Games and Learning Alliance. Lecture at the GaLa 1st Alignment School. 20 June, Edinburgh. Padrós, A., Romero, M., Usart, M. (2011). Developing serious Games: From Face-to-Face to a Computer-based Modality. Elearning Papers, 25. Romero, M., Usart, M., Almirall, E. (2011). Serious games in a finance course promoting the knowledge group awareness. EDULEARN11 Proceedings, pp. 3490-3492. Massons, J., Romero, M., Usart, M., Mas, S., Padrós, A., Almirall, E. (2011). Uso del aprendizaje basado en juegos en la formación de finanzas para no financieros. Actas de las Jornadas Interuniversitarias de Innovación Docente. Universitat Ramon Llull, DEUSTO, ICADE, 16-17 de junio, Barcelona. Usart, M., Romero, M. & Almirall, E. (2011). Impact of the Feeling of Knowledge explicitation in the learners’ participation and performance in a collaborative Game Based Learning activity. Proceedings of the International Conference on Serious Games Development and Applications. Springer LNCS. |