The use of digital escape room in educational electronic environment of maritime higher education institutions
The paper is tended to investigate the gamification activities use in educational electronic environment of maritime higher education institutions. Gamification methods with examples are described (gamification testing, QR Code quest, storytelling and escape room). Comparative characteristic of trad...
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Format: | Book |
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Academy of Cognitive and Natural Sciences,
2020-03-01T00:00:00Z.
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A1234.567 |
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