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memoria.bib
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% Bibliografía
% Este fichero contiene la bibliografía de la memoria
% Está en un formato que se conoce como BibTex.
% Hay muchos sitios web que exportan referencias en formato BibTeX.
% Prueba a buscar en http://scholar.google.com por referencias
% y verás que lo puedes hacer de manera sencilla.
% Más información:
% http://texblog.org/2014/04/22/using-google-scholar-to-download-bibtex-citations/
% Existen varias posibilidades para referenciar diferentes tipos de documentos,
% ya que los datos necesarios varían. Así, existen formatos de entrada para
% * libros (book)
% * artículos en revistas de investigación (article)
% * capítulos de libro (incollection)
% * informes técnicos (techreport)
% * otros (misc)
%
% Las páginas web deberían ir como misc.
% Una última cosa: no referencias nunca la WikiPedia
% La WikiPedia, como buena enciclopedia, no es fuente primaria.
% Si acaso, busca por citas en la WikiPedia (que sí ha de referenciar fuentes
% primarias) y haz referencia a las mismas.
@inproceedings{CompetitionInEd,
Author = {Cantador, Iv\'{a}n and Conde, Jos\'{e} M.},
Booktitle = {Proceedings of IADIS International Conference e-Learning 2010 (E-Learning 2010)},
keywords = {e-learning, project-mavir, uam},
month = jul,
posted-at = {2010-11-22 18:55:52},
Title = {{Effects of Competition in Education: A Case Study in an E-Learning Environment}},
year = {2010}
}
@book{Crawford_CompetitionDef,
Author = {Crawford, Chris},
Title = {The Art of Computer Game Design},
year = {1984},
isbn = {0881341177},
publisher = {Osborne/McGraw-Hill},
address = {Berkeley, CA, USA},
}
@article{n-effect,
Author = {Stephen M. Garcia and Avishalom Tor},
Title = {The N-Effect},
Journal = {Psychological Science},
volume = {20},
number = {7},
Pages = {871-877},
year = {2009},
doi = {10.1111/j.1467-9280.2009.02385.x},
note ={PMID: 19538434},
%URL = {http://dx.doi.org/10.1111/j.1467-9280.2009.02385.x},
%eprint = { http://dx.doi.org/10.1111/j.1467-9280.2009.02385.x},
abstract = { This article introduces the N-effect—the discovery that increasing the number of competitors (N) can decrease competitive motivation. Studies 1a and 1b found evidence that average test scores (e.g., SAT scores) fall as the average number of test takers at test-taking venues increases. Study 2 found that individuals trying to finish an easy quiz among the top 20\% in terms of speed finished significantly faster if they believed they were competing in a pool of 10 rather than 100 other people. Study 3 showed that the N-effect is strong among individuals high in social-comparison orientation and weak among those low in social-comparison orientation. Study 4 directly linked the N-effect to social comparison, ruling out ratio bias as an explanation of our results and finding that social comparison becomes less important as N increases. Finally, Study 5 found that the N-effect is mediated by social comparison. Limitations, future directions, and implications are discussed. }
}
@article{MetaSerious,
Author = {Wouters, Pieter and van Nimwegen, Christof and van Oostendorp, Herre and van der Spek, Erik D.},
doi = {10.1037/a0031311},
issn = {1939-2176},
Journal = {Journal of Educational Psychology},
keywords = {cognition, meta-analysis, serious\_games, videogames},
number = {2},
Pages = {249--265},
Title = {{A meta-analysis of the cognitive and motivational effects of serious games.}},
volume = {105},
year = {2013}
%url = {http://dx.doi.org/10.1037/a0031311},
}
@misc{InformePisa2015,
Title = {Informe {PISA}},
year = {2015},
Author = {OCDE}
}
@misc{InformePisa2012,
Title = {Informe {PISA}},
year = {2012},
Author = {OCDE}
}
@misc{InformeTimss2015,
Title = {Informe {TIMSS}},
year = {2015},
Author = {IEA},
editor = {INEE},
url = {http://www.mecd.gob.es/dctm/inee/internacional/timss2015final.pdf?documentId=0901e72b822be7f5}
}
@misc{InformeTimss,
Title = {{Informe TIMSS}},
Author = {TIMSS},
address={{IEA’s TIMSS \& PIRLS International Study Center}},
year=2015
}
@article{ActitudesHaciaMates,
Author = { Andrés Palacios and Santiago Hidalgo and Ana Maroto},
Title = {¿{P}or qué se rechazan las matemáticas? {A}nálisis evolutivo y multivariante de actitudes relevantes hacia las matemáticas},
Journal = {Revista de Educación},
volume = {334},
Pages = {75--95},
year = {2004},
issn = {0034-8082}
}
@misc{Gartner,
Author = { Gartner},
Title = {Gamify: {How gamification motivates people yo do extraordinary things}},
Journal = {Bibliomotion},
year = {2014},
isbn = {978-1-937134-85-3}
}
@book{GamificationDef,
Title={The gamification of learning and instruction: game-based methods and strategies for training and education},
Author={Kapp, K.M.},
year={2012},
publisher={John Wiley \& Sons}
}
@inproceedings{GamificationDefII,
Author = {Deterding, Sebastian and Dixon, Dan and Khaled, Rilla and Nacke, Lennart},
Title = {From {G}ame {D}esign {E}lements to {G}amefulness: {D}efining "{G}amification"},
Booktitle = {Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments},
series = {MindTrek '11},
year = {2011},
isbn = {978-1-4503-0816-8},
location = {Tampere, Finland},
Pages = {9--15},
numpages = {7},
doi = {10.1145/2181037.2181040},
acmid = {2181040},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {alternate reality games, game-based technologies, gameful design, gamefulness, games, gamification, pervasive games, play, playful design, playfulness, serious games}
%url = {http://doi.acm.org/10.1145/2181037.2181040},
%translator = {V\'ictor de Juan Sanz},
%note = {Primer resultado de Google schoolar }
}
@article{lee2011gamification,
abstract = {Today's schools face major problems around student motivation and engagement. Gamification, or the
incorporation of game elements into non-game settings, provides an opportunity to help schools solve these
difficult problems. However, if gamification is to be of use to schools, we must better understand what
gamification is, how it functions, and why it might be useful. This article addresses all three questions – what,
how, and why bother? – while exploring both the potential benefits and pitfalls of gamification.},
added-at = {2011-05-20T17:28:14.000+0200},
Author = {Lee, Joey J and Hammer, Jessica},
interhash = {e5826687e7714ca9930e34e6335cc8ae},
intrahash = {19067cc61091509b3d2e81fd230a2330},
Journal = {Academic Exchange Quarterly},
keywords = {design education game gamification gee haifa-games-course learning principles},
number = 2,
Pages = 2,
timestamp = {2011-05-20T17:28:14.000+0200},
Title = {Gamification in Education: What, How, Why Bother?},
url = {http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf},
volume = 15,
year = 2011
%biburl = {https://www.bibsonomy.org/bibtex/219067cc61091509b3d2e81fd230a2330/yish},
}
@book{SDT,
added-at = {2006-07-13T17:11:36.000+0200},
Author = {Deci, E.L. and Ryan, R.M},
biburl = {https://www.bibsonomy.org/bibtex/251865aa646c0f9ef5ab163893273ac04/hanappe},
interhash = {6f7dee0d87af1a87f927bf44cbc1f8be},
intrahash = {51865aa646c0f9ef5ab163893273ac04},
keywords = {imported},
publisher = {Plenum Press},
timestamp = {2006-07-13T17:11:36.000+0200},
Title = {Intrinsic Motivation and Self-Determination in Human Behavior},
year = 1985
}
@inproceedings{EmpiricalGamification,
Author = {Hamari, Juho and Koivisto, Jonna and Sarsa, Harri},
Title = {Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification},
Booktitle = {Proceedings of the 2014 47th Hawaii International Conference on System Sciences},
series = {HICSS '14},
year = {2014},
isbn = {978-1-4799-2504-9},
Pages = {3025--3034},
numpages = {10},
doi = {10.1109/HICSS.2014.377},
acmid = {2585491},
publisher = {IEEE Computer Society},
address = {Washington, DC, USA},
keywords = {gamification, motivational affordance, persuasive technology, motivation, HCI}
%url = {http://dx.doi.org/10.1109/HICSS.2014.377},
}
@inproceedings{EvaluacionGamificacion,
Author = {Aparicio, Andr{\'e}s Francisco and Vela, Francisco Luis Guti{\'e}rrez and S\'{a}nchez, Jos{\'e} Luis Gonz\'{a}lez and Montes, Jos{\'e} Luis Isla},
Title = {Analysis and Application of Gamification},
Booktitle = {Proceedings of the 13th International Conference on Interacción Persona-Ordenador},
series = {Interacción '12},
year = {2012},
isbn = {978-1-4503-1314-8},
location = {Elche, Spain},
Pages = {17:1--17:2},
articleno = {17},
numpages = {2},
doi = {10.1145/2379636.2379653},
acmid = {2379653},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {analysis, gamification, mechanics, methodology, motivation}
%url = {http://doi.acm.org/10.1145/2379636.2379653},
}
% Optional fields: subTitle, Titleaddon, language, note, location, month, isbn, chapter, Pages, pagetotal, addendum, pubstate, doi, eprint, eprintclass, eprinttype, url, urldate, type
@misc{ReviewGamificationInEducation,
Author = {Bobby Brix Bønsdorff Pedersen and Martin Lægård Poulsen and Nikolaus Obwegeser},
Title = {A systematic review of gamification in education: Towards a more structured use of game mechanics },
institution = {Aarhus University},
year = {2016}
}
@misc{kwerb-WhatIs,
Author = {Kevin Werbach},
Title = {Lecture notes in "{W}hat is {G}amification" },
month = {01},
year = {2017},
note = {Universidad de Pensilvania}
}
@misc{kwerb-WhyGamify,
Author = {Kevin Werbach},
Title = {Lecture notes in "{W}hy {G}amify" },
month = {01},
year = {2017},
note = {Universidad de Pensilvania}
}
@misc{kwerb-pyramid,
Author = {Kevin Werbach},
Title = {Lecture notes in "{T}he {P}yramid of {E}lements" },
month = {01},
year = {2017},
note = {Universidad de Pensilvania}
}
@article{Hanus2015152,
Title = "Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance ",
Journal = "Computers And Education ",
volume = "80",
number = "",
Pages = "152 - 161",
year = "2015",
note = "",
issn = "0360-1315",
Author = "Michael D. Hanus and Jesse Fox",
keywords = "Virtual reality",
keywords = "Improving classroom teaching",
keywords = "Human–computer interface",
keywords = "Interactive learning environments",
keywords = "Teaching strategies ",
abstract = "Abstract Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings. ",
%doi = "http://dx.doi.org/10.1016/j.compedu.2014.08.019",
%url = "http://www.sciencedirect.com/science/article/pii/S0360131514002000"
}
@book{BeyondPBL,
Title = {{Actionable Gamification: Beyond Points, Badges, and Leaderboard}},
Author = {{Yu-kai Chou}},
publisher = {Octalysis},
year = {2015},
month ={05},
ISBN = {1511744049}
}
@inproceedings{whyweplaygames,
abstract = {People play games to change or structure their internal experiences. Adults in this study, enjoy filling their heads with thoughts and emotions unrelated to work or school, others enjoy the challenge and chance to test their abilities. Games offer an efficiency and order in playing that they want in life. They value the sensations from doing new things such as dirt-bike racing or flying, that they otherwise lack the skills, resources, or social permission to do. A few like to escape the real world; others enjoy escaping its social norms. Nearly all enjoy the feeling of
challenge and complete absorption. The exciting and relaxing effects of games is very appealing and some apply its therapeutic benefits to “get perspective,” calm down after a hard
day, or build self-esteem.
%
Direct observation reveals details about player emotion. We find emotion in player’s visceral, behavioral, cognitive, and social responses to games. Players play to experience these body sensations that result from and drive their actions. Some crave the increased heart rate of excitement from a race, the skin prickling sensation from Wonder, or the tension of Frustration followed by feelings of Fiero. For others it is simply the exchange of worries and thought and
feelings for relaxation and contentment or a feeling of achievement knowing they did it right.},
Author = {Nicole Lazzaro},
biburl = {https://www.bibsonomy.org/bibtex/2d429a0798517d882f1d8ec06434d1f7f/yish},
Booktitle = {Game Developers Conference},
keywords = {learning games emotion mathgamespatterns theory cognition design cognitive psychology},
month = {March},
timestamp = {2006-06-05T02:47:21.000+0200},
Title = {{Why We Play Games: Four Keys to More Emotion Without Story}},
url = {http://xeodesign.com/xeodesign_whyweplaygames.pdf},
year = 2004
}
@inproceedings{MDA,
abstract = {{In this paper we present the MDA framework (standing for Mechanics, Dynamics, and Aesthetics), developed and taught as part of the Game Design and Tuning Workshop at the Game Developers Conference, San Jose 2001-2004.
MDA is a formal approach to understanding games {\OE} one which attempts to bridge the gap between game design and development, game criticism, and technical game research. We believe this methodology will clarify and strengthen the iterative processes of developers, scholars and researchers alike, making it easier for all parties to decompose, study and design a broad class of game designs and game artifacts.}},
Author = {Robin Hunicke and Marc Leblanc and Robert Zubek},
Title = {MDA: A formal approach to game design and game research},
Booktitle = {In Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence},
year = {2004},
Pages = {1--5},
publisher = {Press}
}
@misc{GamifyHR,
Title = {Future Of Work: Using Gamification For Human Resources},
Author = {Jeanne Meister},
publisher = {Forbes},
url = {https://www.forbes.com/sites/jeannemeister/2015/03/30/future-of-work-using-gamification-for-human-resources},
year = {2015}
}
@misc{GamifyMark,
Title = {Marketing {G}amification cases},
Author = {{Yu-kai} Chou},
url = {http://yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/},
publisher = {yu-kaichou.com},
year = {2017}
}
@INPROCEEDINGS{Flow,
Title = {{The Concept of Flow}},
Booktitle = {{Flow and the Foundations of Positive Psychology}},
booksubTitle = {{The Collected Works of Mihaly Csikszentmihalyi}},
Pages={239-263},
doi = {10.1007/978-94-017-9088-8_16},
ISBN ={978-94-017-9087-1},
publisher = {{Springer Netherlands}},
Author = {Jeanne Nakamura and Mihaly Csikszentmihalyi},
year = {2004}
%url = {https://link.springer.com/chapter/10.1007%2F978-94-017-9088-8_16},
}
@book{werbach2012win,
Title={For the Win: How Game Thinking Can Revolutionize Your Business},
Author={Werbach, K. and Hunter, D.},
isbn={9781613630235},
year={2012},
publisher={Wharton Digital Press},
%url={https://books.google.es/books?id=abg0SnK3XdMC},
}
@article{ExtrinsicEatsIntrinsic,
Author = {Edward L. Deci and Richard Koestner and Richard M. Ryan},
Title = {Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again},
Journal = {Review of Educational Research},
volume = {71},
number = {1},
Pages = {1-27},
year = {2001},
doi = {10.3102/00346543071001001},
%URL = {http://dx.doi.org/10.3102/00346543071001001},
%eprint = {http://dx.doi.org/10.3102/00346543071001001},
abstract = { The finding that extrinsic rewards can undermine intrinsic motivation has been highly controversial since it first appeared (Deci, 1971). A meta-analysis published in this Journal (Cameron \& Pierce, 1994) concluded that the undermining effect was minimal and largely inconsequential for educational policy. However, a more recent meta-analysis (Deci, Koestner, \& Ryan, 1999) showed that the Cameron and Pierce meta-analysis was seriously flawed and that its conclusions were incorrect. This article briefly reviews the results of the more recent meta-analysis, which showed that tangible rewards do indeed have a substantial undermining effect. The meta-analysis provided strong support for cognitive evaluation theory (Deci \& Ryan, 1980), which Cameron and Pierce had advocated abandoning. The results are briefly discussed in terms of their relevance for educational practice. }
}
@article{TypeMUD,
Title={Hearts, clubs, diamonds, spades: Players who suit MUDs},
Author={Bartle, Richard},
Journal={Journal of MUD research},
volume={1},
number={1},
Pages={19},
year={1996}
}
@inproceedings{Bartletest,
Title = {Apéndice C},
Booktitle={Developing Online Games: An Insider's Guide},
Author={Mulligan, J. and Patrovsky, B.},
isbn={9781592730001},
lccn={2002117135},
series={Nrg-Programming},
year={2003},
publisher={New Riders}
}
@misc{AmyJoKim,
Title = {Beyond player types: {Kim's social action matrix}},
year = {2014},
Author = {Amy Jo Kim},
url = {http://amyjokim.com/blog/2014/02/28/beyond-player-types-kims-social-action-matrix/}
}
@inproceedings{marczewski,
Author = {Andrej Marczewski},
year = {2015},
Title = {{User Types}},
Booktitle = {Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design},
edition = {1st},
Pages = {65,80},
publisher = {{CreateSpace Independent Publishing Platform}},
ISBN-10 ={1514745666},
ISBN-13 = {978-1514745663}
}
@book{kapp2013gamification,
Title={The Gamification of Learning and Instruction Fieldbook: Ideas into Practice},
Author={Kapp, K.M. and Blair, L. and Mesch, R},
isbn={9781118674437},
lccn={2013038997},
downloadfrom = {http://ebookspopular.us/?book=111867443X},
year={2012},
publisher={San Francisco: Pfeiffer}
}
@misc{Pointsification,
url={http://www.hideandseek.net/2010/10/06/cant-play-wont-play/},
author = {Hide \& Seek},
year = {2010}
}
@misc{Explotationware,
url={http://articles.latimes.com/2011/oct/19/local/la-me-1019-lopez-disney-20111018},
author = {Steve Lopez},
editor = {Los Angeles Times},
year={2011}
}
@misc{Gamificatuaula,
url = {http://gamificatuaula.wixsite.com/ahora},
author = {Gamifica tu aula},
year = {2015}
}
}
@article{Interdiscip,
title = {{Interdisiplinaridad: Desafío para la Educación Superior y la Investigación}},
journal = {{Luna Azul}},
author = {Carvajal {E}scobar, Yesid},
ISSN = {1909-2474},
language = {es},
URL = {http://www.scielo.org.co/scielo.php?script=sci_arttext&pid=S1909-24742010000200012&nrm=iso},
year = {2010},
month = {12},
pages = {156 - 169},
publisher = {scieloco}
}
@misc{ClassAVideogame,
author = {{Paul Andersen}},
year = {2012},
publisher = {TED},
url = {https://www.youtube.com/watch?v=4qlYGX0H6Ec}
}
@misc{Feudal,
url = {http://www.eldiario.es/catalunya/educacion/Juego-Tronos-gamificacion-estimula-alumnos_0_452155311.html},
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year = {2015}
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title = {{Ley Org\'anica 8/2013, de 9 de diciembre, para la mejora de la calidad educativa}},
alias = {Ley {O}rg\'anica 8/2013}
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@misc{BOE,
title = {{Real Decreto 1105/2014, de 26 de diciembre, por el que se establece el curr\'iculo b\'asico de la Educaci\'on Secundaria Obligatoria y del Bachillerato.}},
alias = {Real Decreto 1105/2014}
}
@misc{BOCM,
title = {{Decreto 48/2015, de 14 de mayo, del Consejo de Gobierno, por el que se establece para la Comunidad de Madrid el curr\'iculo de la Educaci\'on Secundaria Obligatoria}},
alias = {Decreto 48/2015}
}
@misc{MatArabe,
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author = {J.J. O'Connor and E.F. Robertson},
year = {1999},
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@misc{MareaVerde,
title = {Capítulo 3: {E}xpresiones algebraicas. {P}olinomios.},
Booktitle = {3º ESO Matemáticas},
author = {Eduardo Cuchillo and Javier Rodrigo},
isbn={978‐84‐697‐0275‐8},
url = {https://sites.google.com/site/librosmareaverde/matematicas},
note = {Publicado bajo licencia de Creative Commons Reconocimiento-NoComercial-CompartirIgual 4.0 Internacional},
publisher = {Apuntes Marea Verde},
year = {2015}
}
@article{11s,
Author = {Simone Einzmann},
Journal = {Mente y Cerebro},
Pages = {64-67},
Title = {{11-S. Seguro que recuerda con nitidez dónde y cómo se enteró de la terrible noticia de los atentados terroristas del 11 de septiembre de 2001. Pero, ¿son fiables realmente tales fotos instantáneas de nuestra memoria?.}},
volume = {35},
year = {2009}
}
@misc{VideoKahootSes1,
author = {Rubén Sebastián},
year = {2015},
url = {https://www.youtube.com/watch?v=ItWlb2OZG14}
}
@misc{Klein,
title = {Diseño {STL} de la {B}otella de {K}lein para imprimir en {3D}},
author = {CBrown},
year = {2015},
url = {https://www.thingiverse.com/thing:910737}
}
@misc{Sage,
title = {Generador de retos en Sage},
author = {Víctor de Juan},
url = {https://cocalc.com/projects/dcbff9fd-8080-4b3e-8261-fbaab8186a84/files/2017-05-24-124903.sagews},
year = {2017}
}