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Título de Acceso Abierto

Gamification and Advanced Technology to Enhance Motivation in Education

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

gamification; active methodologies; secondary education; evaluation rubric; evaluation criteria; Thomas W. Malone; game; design; Sebastian Deterding; Nick Pelling; learning by doing; serious games; game design; human computer-interaction; HCI education; entrepreneurship education; FLIGBY; Flow; positive psychology; higher education; MOOC; fun; social networks; virtual learning communities; video games; collaborative learning; education; teacher; attitudes; primary education; technology; ICT; Likert scale; game elements; online learning; MOOCs; empirical studies; systematic literature review; university; serious video games; game-based learning; professors; video games design; knowledge; skills training; digital technologies; automated learning; serious game; usability; game engagement; virtual reality; rubric; capability approach; capacity building; enabling tools; mental images; motivation

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Información

Tipo de recurso:

libros

ISBN electrónico

978-3-03936-971-3

País de edición

Suiza