9.2 Serious games and gamification – Teaching in a Digital Age
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Last updated 15 junho 2024
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Sustainability, Free Full-Text
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Applied Sciences, Free Full-Text
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6.5 Developing skills – Teaching in a Digital Age – Second Edition
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Redefining failure: Teaching digital age skills with gamification - EFMD Global blog
Augmented Reality Games II
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3: Serious games and similar concepts (Tang et al., 2009)
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PDF] Gamification in sport apps: the determinants of users' motivation
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Serious games: current uses and emergent trends
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How Fun Overcame Fear: The Gamification of a Graduate-Level Statistics Course - Mai P. Trinh, Robert J. Chico, Rachel M. Reed, 2023
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PDF) Teaching Case of Gamification and Visual Technologies for Education
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9.2 Serious games and gamification – Teaching in a Digital Age: Third Edition – General
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12.1 What do we mean by quality when teaching in a digital age? – Teaching in a Digital Age – Second Edition
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8.7.a Emerging technologies: serious games and gamification – Teaching in a Digital Age – Second Edition
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Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global
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